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color_mix_ryb.frag
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#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
#include "lygia/math/saturate.glsl"
// #define RYB_FAST
// #define RYB_LERP(A, B, t) mix(A, B, t)
#include "lygia/color/palette/pigments/winsor_oil.glsl"
#include "lygia/color/palette/pigments.glsl"
#include "lygia/color/mixRYB.glsl"
void main(void) {
vec3 color = vec3(0.0);
vec2 st = gl_FragCoord.xy/u_resolution.xy;
vec3 A = vec3(1.0, 0.0, 0.0);
// A = CADMIUM_RED;
// A = CADMIUM_ORANGE;
// A = QUINACRIDONE_MAGENTA;
// A = VIRIDIAN;
// A = BURNT_SIENNA;
vec3 B = vec3(1.0, 1.0, 0.0);
// B = CADMIUM_YELLOW;
// B = HANSA_YELLOW;
// B = CADMIUM_LEMON;
// B = YELLOW_OCHRE;
vec3 C = vec3(0.0, 0.0, 1.0);
// C = COBALTE_BLUE;
// C = ULTRAMARINE_BLUE;
// C = PHTHALO_BLUE;
// C = PHTHALO_GREEN;
// C = PERMANENT_GREEN;
// C = SAP_GREEN;
// C = IVORY_BLACK;
vec3 t = vec3(0.0);
t.x = saturate(1.0 - length(st - vec2(0.5, 1.0)));
t.y = saturate(1.0 - length(st - vec2(0.0, 0.0)));
t.z = saturate(1.0 - length(st - vec2(1.0, 0.0)));
t = normalize(t);
color = mixRYB(A, B, C, t);
gl_FragColor = vec4(color, 1.0);
}