vec4 okLabAToSrgb(vec4 lab) { float l = pow(lab[0] + lab[1] * 0.3963377774 + lab[2] * 0.2158037573, 3.0); float m = pow(lab[0] + lab[1] * (-0.1055613458) + lab[2] * (-0.0638541728), 3.0); float s = pow(lab[0] + lab[1] * (-0.0894841775) + lab[2] * (-1.2914855480), 3.0); return vec4(fromLinearRGB( vec3( l * 4.0767416621 + m * -3.3077115913 + s * 0.2309699292, l * (-1.2684380046) + m * 2.6097574011 + s * (-0.3413193965), l * (-0.0041960863) + m * (-0.7034186147) + s * 1.7076147010 ), CM_TRANSFER_FUNCTION_GAMMA22 ), lab[3]); } vec4 getOkColorForCoordArray1(vec2 normalizedCoord) { if (gradientLength < 2) return gradient[0]; float finalAng = 0.0; if (angle > 4.71 /* 270 deg */) { normalizedCoord[1] = 1.0 - normalizedCoord[1]; finalAng = 6.28 - angle; } else if (angle > 3.14 /* 180 deg */) { normalizedCoord[0] = 1.0 - normalizedCoord[0]; normalizedCoord[1] = 1.0 - normalizedCoord[1]; finalAng = angle - 3.14; } else if (angle > 1.57 /* 90 deg */) { normalizedCoord[0] = 1.0 - normalizedCoord[0]; finalAng = 3.14 - angle; } else { finalAng = angle; } float sine = sin(finalAng); float progress = (normalizedCoord[1] * sine + normalizedCoord[0] * (1.0 - sine)) * float(gradientLength - 1); int bottom = int(floor(progress)); int top = bottom + 1; return gradient[top] * (progress - float(bottom)) + gradient[bottom] * (float(top) - progress); } vec4 getOkColorForCoordArray2(vec2 normalizedCoord) { if (gradient2Length < 2) return gradient2[0]; float finalAng = 0.0; if (angle2 > 4.71 /* 270 deg */) { normalizedCoord[1] = 1.0 - normalizedCoord[1]; finalAng = 6.28 - angle; } else if (angle2 > 3.14 /* 180 deg */) { normalizedCoord[0] = 1.0 - normalizedCoord[0]; normalizedCoord[1] = 1.0 - normalizedCoord[1]; finalAng = angle - 3.14; } else if (angle2 > 1.57 /* 90 deg */) { normalizedCoord[0] = 1.0 - normalizedCoord[0]; finalAng = 3.14 - angle2; } else { finalAng = angle2; } float sine = sin(finalAng); float progress = (normalizedCoord[1] * sine + normalizedCoord[0] * (1.0 - sine)) * float(gradient2Length - 1); int bottom = int(floor(progress)); int top = bottom + 1; return gradient2[top] * (progress - float(bottom)) + gradient2[bottom] * (float(top) - progress); } vec4 getColorForCoord(vec2 normalizedCoord) { vec4 result1 = getOkColorForCoordArray1(normalizedCoord); if (gradient2Length <= 0) return okLabAToSrgb(result1); vec4 result2 = getOkColorForCoordArray2(normalizedCoord); return okLabAToSrgb(mix(result1, result2, gradientLerp)); }