fixed & improved Round Log shading
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@@ -45,6 +45,19 @@ fun brSum(multiplier: Float?, vararg brightness: Int): Int {
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return result
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}
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fun brWeighted(br1: Int, weight1: Float, br2: Int, weight2: Float): Int {
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val w1int = (weight1 * 256.0f + 0.5f).toInt()
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val w2int = (weight2 * 256.0f + 0.5f).toInt()
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var result = 0
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brightnessComponents.forEachIndexed { idx, shift ->
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val comp1 = (br1 shr shift) and 15
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val comp2 = (br2 shr shift) and 15
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val compWeighted = (comp1 * w1int + comp2 * w2int) / 256
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result = result or ((compWeighted and 15) shl shift)
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}
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return result
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}
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data class HSB(var hue: Float, var saturation: Float, var brightness: Float) {
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companion object {
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fun fromColor(color: Int): HSB {
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@@ -106,7 +106,7 @@ interface Shader {
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red = min(shading1.red * weight1 + shading2.red * weight2, 1.0f)
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green = min(shading1.green * weight1 + shading2.green * weight2, 1.0f)
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blue = min(shading1.blue * weight1 + shading2.blue * weight2, 1.0f)
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brightness = brSum(null, shading1.brightness brMul weight1, shading2.brightness brMul weight2)
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brightness = brWeighted(shading1.brightness, weight1, shading2.brightness, weight2)
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}
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/**
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