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cleaned up 1 or 2 lines
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@ -24,11 +24,11 @@ uniform vec4 outer_radius;
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uniform float border_width;
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float srgb_to_linear(float color) {
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return pow(color, 2.2) ;
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return pow(color, 2.2);
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}
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float linear_to_srgb(float color) {
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return pow(color, 1.0 / 2.2) ;
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return pow(color, 1.0 / 2.2);
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}
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vec3 lab_to_lch(vec3 color) {
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@ -149,11 +149,11 @@ vec4 color_mix(vec4 color1, vec4 color2, float color_ratio) {
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color1.z == min_hue ?
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mod(color1.z - path_mod_distance, 360.0) :
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mod(color1.z + path_mod_distance, 360.0) ;
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float path_direct =
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color1.z == min_hue ?
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color1.z + path_direct_distance :
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color1.z - path_direct_distance ;
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// shorter
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if (hue_interpolation == 0.0) {
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color_out.z =
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