diff --git a/Source/OpenTK/Graphics/Color4.cs b/Source/OpenTK/Graphics/Color4.cs
index 7ccef161..4cbbc555 100644
--- a/Source/OpenTK/Graphics/Color4.cs
+++ b/Source/OpenTK/Graphics/Color4.cs
@@ -1004,6 +1004,126 @@ namespace OpenTK.Graphics
#endregion
+ #region HSL
+
+ ///
+ /// Converts HSL color values to RGB color values.
+ ///
+ ///
+ /// Returns the converted color value.
+ ///
+ ///
+ /// Color value to convert in hue, saturation, lightness (HSL).
+ /// 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).
+ /// Each has a range of 0.0 to 1.0.
+ ///
+ public static Color4 FromHsl(Vector4 hsl)
+ {
+ var hue = hsl.X * 360.0f;
+ var saturation = hsl.Y;
+ var lightness = hsl.Z;
+
+ var C = (1.0f - Math.Abs(2.0f * lightness - 1.0f)) * saturation;
+
+ var h = hue / 60.0f;
+ var X = C * (1.0f - Math.Abs(h % 2.0f - 1.0f));
+
+ float r, g, b;
+ if (0.0f <= h && h < 1.0f)
+ {
+ r = C;
+ g = X;
+ b = 0.0f;
+ }
+ else if (1.0f <= h && h < 2.0f)
+ {
+ r = X;
+ g = C;
+ b = 0.0f;
+ }
+ else if (2.0f <= h && h < 3.0f)
+ {
+ r = 0.0f;
+ g = C;
+ b = X;
+ }
+ else if (3.0f <= h && h < 4.0f)
+ {
+ r = 0.0f;
+ g = X;
+ b = C;
+ }
+ else if (4.0f <= h && h < 5.0f)
+ {
+ r = X;
+ g = 0.0f;
+ b = C;
+ }
+ else if (5.0f <= h && h < 6.0f)
+ {
+ r = C;
+ g = 0.0f;
+ b = X;
+ }
+ else
+ {
+ r = 0.0f;
+ g = 0.0f;
+ b = 0.0f;
+ }
+
+ var m = lightness - (C / 2.0f);
+ return new Color4(r + m, g + m, b + m, hsl.W);
+ }
+
+ ///
+ /// Converts RGB color values to HSL color values.
+ ///
+ ///
+ /// Returns the converted color value.
+ /// 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).
+ /// Each has a range of 0.0 to 1.0.
+ ///
+ /// Color value to convert.
+ public static Vector4 ToHsl(Color4 rgb)
+ {
+ var M = Math.Max(rgb.R, Math.Max(rgb.G, rgb.B));
+ var m = Math.Min(rgb.R, Math.Min(rgb.G, rgb.B));
+ var C = M - m;
+
+ float h = 0.0f;
+ if (M == rgb.R)
+ {
+ h = ((rgb.G - rgb.B) / C);
+ }
+ else if (M == rgb.G)
+ {
+ h = ((rgb.B - rgb.R) / C) + 2.0f;
+ }
+ else if (M == rgb.B)
+ {
+ h = ((rgb.R - rgb.G) / C) + 4.0f;
+ }
+
+ var hue = h / 6.0f;
+ if (hue < 0.0f)
+ {
+ hue += 1.0f;
+ }
+
+ var lightness = (M + m) / 2.0f;
+
+ var saturation = 0.0f;
+ if (0.0f != lightness && lightness != 1.0f)
+ {
+ saturation = C / (1.0f - Math.Abs(2.0f * lightness - 1.0f));
+ }
+
+ return new Vector4(hue, saturation, lightness, rgb.A);
+ }
+
+ #endregion
+
#endregion
#region IEquatable Members