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shaders: Avoid calculating unused values in hsl2rgb. (#3827)
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@@ -258,19 +258,18 @@ vec3 hsl2rgb(vec3 col) {
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float sat = col.y;
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float sat = col.y;
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float lum = col.z;
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float lum = col.z;
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vec3 xt = vec3(rcpsixth * (hue - twothird), 0.0, rcpsixth * (1.0 - hue));
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vec3 xt = vec3(0.0);
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if (hue < twothird) {
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xt.r = 0.0;
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xt.g = rcpsixth * (twothird - hue);
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xt.b = rcpsixth * (hue - onethird);
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}
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if (hue < onethird) {
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if (hue < onethird) {
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xt.r = rcpsixth * (onethird - hue);
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xt.r = rcpsixth * (onethird - hue);
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xt.g = rcpsixth * hue;
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xt.g = rcpsixth * hue;
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xt.b = 0.0;
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xt.b = 0.0;
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}
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} else if (hue < twothird) {
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xt.r = 0.0;
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xt.g = rcpsixth * (twothird - hue);
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xt.b = rcpsixth * (hue - onethird);
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} else
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xt = vec3(rcpsixth * (hue - twothird), 0.0, rcpsixth * (1.0 - hue));
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xt = min(xt, 1.0);
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xt = min(xt, 1.0);
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