#include "la_5.h"
extern "C" const char* TNS_SHADER_COLOR_COMMON=R"(
#define M_PI 3.1415926535897932384626433832795
float cbrt( float x ){
    return sign(x)*pow(abs(x),1.0f/3.0f);
}
float srgb_transfer_function(float a){
	return .0031308f >= a ? 12.92f * a : 1.055f * pow(a, .4166666666666667f) - .055f;
}
float srgb_transfer_function_inv(float a){
	return .04045f < a ? pow((a + .055f) / 1.055f, 2.4f) : a / 12.92f;
}
vec3 to_log_srgb(vec3 color){
	return vec3(srgb_transfer_function(color.r),srgb_transfer_function(color.g),srgb_transfer_function(color.b));
}
vec3 to_linear_srgb(vec3 color){
	return vec3(srgb_transfer_function_inv(color.r),srgb_transfer_function_inv(color.g),srgb_transfer_function_inv(color.b));
}
vec3 linear_srgb_to_oklab(vec3 c){
	float l = 0.4122214708f * c.r + 0.5363325363f * c.g + 0.0514459929f * c.b;
	float m = 0.2119034982f * c.r + 0.6806995451f * c.g + 0.1073969566f * c.b;
	float s = 0.0883024619f * c.r + 0.2817188376f * c.g + 0.6299787005f * c.b;
	float l_ = cbrt(l);
	float m_ = cbrt(m);
	float s_ = cbrt(s);
	return vec3(
		0.2104542553f * l_ + 0.7936177850f * m_ - 0.0040720468f * s_,
		1.9779984951f * l_ - 2.4285922050f * m_ + 0.4505937099f * s_,
		0.0259040371f * l_ + 0.7827717662f * m_ - 0.8086757660f * s_
	);
}
vec3 oklab_to_linear_srgb(vec3 c){
	float l_ = c.x + 0.3963377774f * c.y + 0.2158037573f * c.z;
	float m_ = c.x - 0.1055613458f * c.y - 0.0638541728f * c.z;
	float s_ = c.x - 0.0894841775f * c.y - 1.2914855480f * c.z;
	float l = l_ * l_ * l_;
	float m = m_ * m_ * m_;
	float s = s_ * s_ * s_;
	return vec3(
		+4.0767416621f * l - 3.3077115913f * m + 0.2309699292f * s,
		-1.2684380046f * l + 2.6097574011f * m - 0.3413193965f * s,
		-0.0041960863f * l - 0.7034186147f * m + 1.7076147010f * s
	);
}
float compute_max_saturation(float a, float b){	float k0, k1, k2, k3, k4, wl, wm, ws;
	if (-1.88170328f * a - 0.80936493f * b > 1.f){		k0 = +1.19086277f; k1 = +1.76576728f; k2 = +0.59662641f; k3 = +0.75515197f; k4 = +0.56771245f;
		wl = +4.0767416621f; wm = -3.3077115913f; ws = +0.2309699292f;
	}
	else if (1.81444104f * a - 1.19445276f * b > 1.f){		k0 = +0.73956515f; k1 = -0.45954404f; k2 = +0.08285427f; k3 = +0.12541070f; k4 = +0.14503204f;
		wl = -1.2684380046f; wm = +2.6097574011f; ws = -0.3413193965f;
	}
	else{		k0 = +1.35733652f; k1 = -0.00915799f; k2 = -1.15130210f; k3 = -0.50559606f; k4 = +0.00692167f;
		wl = -0.0041960863f; wm = -0.7034186147f; ws = +1.7076147010f;
	}	float S = k0 + k1 * a + k2 * b + k3 * a * a + k4 * a * b;
	float k_l = +0.3963377774f * a + 0.2158037573f * b;
	float k_m = -0.1055613458f * a - 0.0638541728f * b;
	float k_s = -0.0894841775f * a - 1.2914855480f * b;{
		float l_ = 1.f + S * k_l;
		float m_ = 1.f + S * k_m;
		float s_ = 1.f + S * k_s;
		float l = l_ * l_ * l_;
		float m = m_ * m_ * m_;
		float s = s_ * s_ * s_;
		float l_dS = 3.f * k_l * l_ * l_;
		float m_dS = 3.f * k_m * m_ * m_;
		float s_dS = 3.f * k_s * s_ * s_;
		float l_dS2 = 6.f * k_l * k_l * l_;
		float m_dS2 = 6.f * k_m * k_m * m_;
		float s_dS2 = 6.f * k_s * k_s * s_;
		float f = wl * l + wm * m + ws * s;
		float f1 = wl * l_dS + wm * m_dS + ws * s_dS;
		float f2 = wl * l_dS2 + wm * m_dS2 + ws * s_dS2;
		S = S - f * f1 / (f1 * f1 - 0.5f * f * f2);
	}
	return S;
}
vec2 find_cusp(float a, float b){	float S_cusp = compute_max_saturation(a, b);	vec3 rgb_at_max = oklab_to_linear_srgb(vec3( 1, S_cusp * a, S_cusp * b ));
	float L_cusp = cbrt(1.f / max(max(rgb_at_max.r, rgb_at_max.g), rgb_at_max.b));
	float C_cusp = L_cusp * S_cusp;
	return vec2( L_cusp , C_cusp );
}
float find_gamut_intersection(float a, float b, float L1, float C1, float L0, vec2 cusp){	float t;
	if (((L1 - L0) * cusp.y - (cusp.x - L0) * C1) <= 0.f){
		t = cusp.y * L0 / (C1 * cusp.x + cusp.y * (L0 - L1));
	}
	else{		t = cusp.y * (L0 - 1.f) / (C1 * (cusp.x - 1.f) + cusp.y * (L0 - L1));		{
			float dL = L1 - L0;
			float dC = C1;
			float k_l = +0.3963377774f * a + 0.2158037573f * b;
			float k_m = -0.1055613458f * a - 0.0638541728f * b;
			float k_s = -0.0894841775f * a - 1.2914855480f * b;
			float l_dt = dL + dC * k_l;
			float m_dt = dL + dC * k_m;
			float s_dt = dL + dC * k_s;			{
				float L = L0 * (1.f - t) + t * L1;
				float C = t * C1;
				float l_ = L + C * k_l;
				float m_ = L + C * k_m;
				float s_ = L + C * k_s;
				float l = l_ * l_ * l_;
				float m = m_ * m_ * m_;
				float s = s_ * s_ * s_;
				float ldt = 3.f * l_dt * l_ * l_;
				float mdt = 3.f * m_dt * m_ * m_;
				float sdt = 3.f * s_dt * s_ * s_;
				float ldt2 = 6.f * l_dt * l_dt * l_;
				float mdt2 = 6.f * m_dt * m_dt * m_;
				float sdt2 = 6.f * s_dt * s_dt * s_;
				float r = 4.0767416621f * l - 3.3077115913f * m + 0.2309699292f * s - 1.f;
				float r1 = 4.0767416621f * ldt - 3.3077115913f * mdt + 0.2309699292f * sdt;
				float r2 = 4.0767416621f * ldt2 - 3.3077115913f * mdt2 + 0.2309699292f * sdt2;
				float u_r = r1 / (r1 * r1 - 0.5f * r * r2);
				float t_r = -r * u_r;
				float g = -1.2684380046f * l + 2.6097574011f * m - 0.3413193965f * s - 1.f;
				float g1 = -1.2684380046f * ldt + 2.6097574011f * mdt - 0.3413193965f * sdt;
				float g2 = -1.2684380046f * ldt2 + 2.6097574011f * mdt2 - 0.3413193965f * sdt2;
				float u_g = g1 / (g1 * g1 - 0.5f * g * g2);
				float t_g = -g * u_g;
				float b = -0.0041960863f * l - 0.7034186147f * m + 1.7076147010f * s - 1.f;
				float b1 = -0.0041960863f * ldt - 0.7034186147f * mdt + 1.7076147010f * sdt;
				float b2 = -0.0041960863f * ldt2 - 0.7034186147f * mdt2 + 1.7076147010f * sdt2;
				float u_b = b1 / (b1 * b1 - 0.5f * b * b2);
				float t_b = -b * u_b;
				t_r = u_r >= 0.f ? t_r : 10000.f;
				t_g = u_g >= 0.f ? t_g : 10000.f;
				t_b = u_b >= 0.f ? t_b : 10000.f;
				t += min(t_r, min(t_g, t_b));
			}
		}
	}
	return t;
}
float find_gamut_intersection(float a, float b, float L1, float C1, float L0){	vec2 cusp = find_cusp(a, b);
	return find_gamut_intersection(a, b, L1, C1, L0, cusp);
}
vec3 gamut_clip_preserve_chroma(vec3 rgb){
	if (rgb.r < 1.f && rgb.g < 1.f && rgb.b < 1.f && rgb.r > 0.f && rgb.g > 0.f && rgb.b > 0.f)
		return rgb;
	vec3 lab = linear_srgb_to_oklab(rgb);
	float L = lab.x;
	float eps = 0.00001f;
	float C = max(eps, sqrt(lab.y * lab.y + lab.z * lab.z));
	float a_ = lab.y / C;
	float b_ = lab.z / C;
	float L0 = clamp(L, 0.f, 1.f);
	float t = find_gamut_intersection(a_, b_, L, C, L0);
	float L_clipped = L0 * (1.f - t) + t * L;
	float C_clipped = t * C;
	return oklab_to_linear_srgb(vec3( L_clipped, C_clipped * a_, C_clipped * b_ ));
}
vec3 gamut_clip_project_to_0_5(vec3 rgb){
	if (rgb.r < 1.f && rgb.g < 1.f && rgb.b < 1.f && rgb.r > 0.f && rgb.g > 0.f && rgb.b > 0.f)
		return rgb;
	vec3 lab = linear_srgb_to_oklab(rgb);
	float L = lab.x;
	float eps = 0.00001f;
	float C = max(eps, sqrt(lab.y * lab.y + lab.z * lab.z));
	float a_ = lab.y / C;
	float b_ = lab.z / C;
	float L0 = 0.5;
	float t = find_gamut_intersection(a_, b_, L, C, L0);
	float L_clipped = L0 * (1.f - t) + t * L;
	float C_clipped = t * C;
	return oklab_to_linear_srgb(vec3( L_clipped, C_clipped * a_, C_clipped * b_ ));
}
vec3 gamut_clip_project_to_L_cusp(vec3 rgb){
	if (rgb.r < 1.f && rgb.g < 1.f && rgb.b < 1.f && rgb.r > 0.f && rgb.g > 0.f && rgb.b > 0.f)
		return rgb;
	vec3 lab = linear_srgb_to_oklab(rgb);
	float L = lab.x;
	float eps = 0.00001f;
	float C = max(eps, sqrt(lab.y * lab.y + lab.z * lab.z));
	float a_ = lab.y / C;
	float b_ = lab.z / C;	vec2 cusp = find_cusp(a_, b_);
	float L0 = cusp.x;
	float t = find_gamut_intersection(a_, b_, L, C, L0);
	float L_clipped = L0 * (1.f - t) + t * L;
	float C_clipped = t * C;
	return oklab_to_linear_srgb(vec3( L_clipped, C_clipped * a_, C_clipped * b_ ));
}
vec3 gamut_clip_adaptive_L0_0_5(vec3 rgb, float alpha){
	if (rgb.r < 1.f && rgb.g < 1.f && rgb.b < 1.f && rgb.r > 0.f && rgb.g > 0.f && rgb.b > 0.f)
		return rgb;
	vec3 lab = linear_srgb_to_oklab(rgb);
	float L = lab.x;
	float eps = 0.00001f;
	float C = max(eps, sqrt(lab.y * lab.y + lab.z * lab.z));
	float a_ = lab.y / C;
	float b_ = lab.z / C;
	float Ld = L - 0.5f;
	float e1 = 0.5f + abs(Ld) + alpha * C;
	float L0 = 0.5f * (1.f + sign(Ld) * (e1 - sqrt(e1 * e1 - 2.f * abs(Ld))));
	float t = find_gamut_intersection(a_, b_, L, C, L0);
	float L_clipped = L0 * (1.f - t) + t * L;
	float C_clipped = t * C;
	return oklab_to_linear_srgb(vec3( L_clipped, C_clipped * a_, C_clipped * b_ ));
}
vec3 gamut_clip_adaptive_L0_L_cusp(vec3 rgb, float alpha){
	if (rgb.r < 1.f && rgb.g < 1.f && rgb.b < 1.f && rgb.r > 0.f && rgb.g > 0.f && rgb.b > 0.f)
		return rgb;
	vec3 lab = linear_srgb_to_oklab(rgb);
	float L = lab.x;
	float eps = 0.00001f;
	float C = max(eps, sqrt(lab.y * lab.y + lab.z * lab.z));
	float a_ = lab.y / C;
	float b_ = lab.z / C;	vec2 cusp = find_cusp(a_, b_);
	float Ld = L - cusp.x;
	float k = 2.f * (Ld > 0.f ? 1.f - cusp.x : cusp.x);
	float e1 = 0.5f * k + abs(Ld) + alpha * C / k;
	float L0 = cusp.x + 0.5f * (sign(Ld) * (e1 - sqrt(e1 * e1 - 2.f * k * abs(Ld))));
	float t = find_gamut_intersection(a_, b_, L, C, L0);
	float L_clipped = L0 * (1.f - t) + t * L;
	float C_clipped = t * C;
	return oklab_to_linear_srgb(vec3( L_clipped, C_clipped * a_, C_clipped * b_ ));
}
float toe(float x){
	float k_1 = 0.206f;
	float k_2 = 0.03f;
	float k_3 = (1.f + k_1) / (1.f + k_2);
	return 0.5f * (k_3 * x - k_1 + sqrt((k_3 * x - k_1) * (k_3 * x - k_1) + 4.f * k_2 * k_3 * x));
}
float toe_inv(float x){
	float k_1 = 0.206f;
	float k_2 = 0.03f;
	float k_3 = (1.f + k_1) / (1.f + k_2);
	return (x * x + k_1 * x) / (k_3 * (x + k_2));
}
vec2 to_ST(vec2 cusp){
	float L = cusp.x;
	float C = cusp.y;
	return vec2( C / L, C / (1.f - L) );
}
vec2 get_ST_mid(float a_, float b_){
	float S = 0.11516993f + 1.f / (
		+7.44778970f + 4.15901240f * b_
		+ a_ * (-2.19557347f + 1.75198401f * b_
			+ a_ * (-2.13704948f - 10.02301043f * b_
				+ a_ * (-4.24894561f + 5.38770819f * b_ + 4.69891013f * a_
					)))
		);
	float T = 0.11239642f + 1.f / (
		+1.61320320f - 0.68124379f * b_
		+ a_ * (+0.40370612f + 0.90148123f * b_
			+ a_ * (-0.27087943f + 0.61223990f * b_
				+ a_ * (+0.00299215f - 0.45399568f * b_ - 0.14661872f * a_
					)))
		);
	return vec2( S, T );
}
vec3 get_Cs(float L, float a_, float b_){
	vec2 cusp = find_cusp(a_, b_);
	float C_max = find_gamut_intersection(a_, b_, L, 1.f, L, cusp);
	vec2 ST_max = to_ST(cusp);	float k = C_max / min((L * ST_max.x), (1.f - L) * ST_max.y);
	float C_mid;{
		vec2 ST_mid = get_ST_mid(a_, b_);		float C_a = L * ST_mid.x;
		float C_b = (1.f - L) * ST_mid.y;
		C_mid = 0.9f * k * sqrt(sqrt(1.f / (1.f / (C_a * C_a * C_a * C_a) + 1.f / (C_b * C_b * C_b * C_b))));
	}
	float C_0;{		float C_a = L * 0.4f;
		float C_b = (1.f - L) * 0.8f;		C_0 = sqrt(1.f / (1.f / (C_a * C_a) + 1.f / (C_b * C_b)));
	}
	return vec3( C_0, C_mid, C_max );
}
vec3 okhsl_to_srgb(vec3 hsl){
	float h = hsl.x;
	float s = hsl.y;
	float l = hsl.z;
	if (l == 1.0f){
		return vec3( 1.f, 1.f, 1.f );
	}
	else if (l == 0.f){
		return vec3( 0.f, 0.f, 0.f );
	}
	float a_ = cos(2.f * M_PI * h);
	float b_ = sin(2.f * M_PI * h);
	float L = toe_inv(l);
	vec3 cs = get_Cs(L, a_, b_);
	float C_0 = cs.x;
	float C_mid = cs.y;
	float C_max = cs.z;
	float mid = 0.8f;
	float mid_inv = 1.25f;
	float C, t, k_0, k_1, k_2;
	if (s < mid){
		t = mid_inv * s;
		k_1 = mid * C_0;
		k_2 = (1.f - k_1 / C_mid);
		C = t * k_1 / (1.f - k_2 * t);
	}
	else{
		t = (s - mid)/ (1.f - mid);
		k_0 = C_mid;
		k_1 = (1.f - mid) * C_mid * C_mid * mid_inv * mid_inv / C_0;
		k_2 = (1.f - (k_1) / (C_max - C_mid));
		C = k_0 + t * k_1 / (1.f - k_2 * t);
	}
	vec3 rgb = oklab_to_linear_srgb(vec3( L, C * a_, C * b_ ));
	return vec3(
		srgb_transfer_function(rgb.r),
		srgb_transfer_function(rgb.g),
		srgb_transfer_function(rgb.b)
	);
}
vec3 srgb_to_okhsl(vec3 rgb){
	vec3 lab = linear_srgb_to_oklab(vec3(
		srgb_transfer_function_inv(rgb.r),
		srgb_transfer_function_inv(rgb.g),
		srgb_transfer_function_inv(rgb.b)
		));
	float C = sqrt(lab.y * lab.y + lab.z * lab.z);
	float a_ = lab.y / C;
	float b_ = lab.z / C;
	float L = lab.x;
	float h = 0.5f + 0.5f * atan(-lab.z, -lab.y) / M_PI;
	vec3 cs = get_Cs(L, a_, b_);
	float C_0 = cs.x;
	float C_mid = cs.y;
	float C_max = cs.z;
	float mid = 0.8f;
	float mid_inv = 1.25f;
	float s;
	if (C < C_mid){
		float k_1 = mid * C_0;
		float k_2 = (1.f - k_1 / C_mid);
		float t = C / (k_1 + k_2 * C);
		s = t * mid;
	}
	else{
		float k_0 = C_mid;
		float k_1 = (1.f - mid) * C_mid * C_mid * mid_inv * mid_inv / C_0;
		float k_2 = (1.f - (k_1) / (C_max - C_mid));
		float t = (C - k_0) / (k_1 + k_2 * (C - k_0));
		s = mid + (1.f - mid) * t;
	}
	float l = toe(L);
	return vec3( h, s, l );
}
vec3 okhsv_to_srgb(vec3 hsv){
	float h = hsv.x;
	float s = hsv.y;
	float v = hsv.z;
	float a_ = cos(2.f * M_PI * h);
	float b_ = sin(2.f * M_PI * h);
	
	vec2 cusp = find_cusp(a_, b_);
	vec2 ST_max = to_ST(cusp);
	float S_max = ST_max.x;
	float T_max = ST_max.y;
	float S_0 = 0.5f;
	float k = 1.f- S_0 / S_max;	float L_v = 1.f   - s * S_0 / (S_0 + T_max - T_max * k * s);
	float C_v = s * T_max * S_0 / (S_0 + T_max - T_max * k * s);
	float L = v * L_v;
	float C = v * C_v;	float L_vt = toe_inv(L_v);
	float C_vt = C_v * L_vt / L_v;
	float L_new = toe_inv(L);
	C = C * L_new / L;
	L = L_new;
	vec3 rgb_scale = oklab_to_linear_srgb(vec3( L_vt, a_ * C_vt, b_ * C_vt ));
	float scale_L = cbrt(1.f / max(max(rgb_scale.r, rgb_scale.g), max(rgb_scale.b, 0.f)));
	L = L * scale_L;
	C = C * scale_L;
	vec3 rgb = oklab_to_linear_srgb(vec3( L, C * a_, C * b_ ));
	return vec3(
		srgb_transfer_function(rgb.r),
		srgb_transfer_function(rgb.g),
		srgb_transfer_function(rgb.b)
	);
}
vec3 srgb_to_okhsv(vec3 rgb){
	vec3 lab = linear_srgb_to_oklab(vec3(
		srgb_transfer_function_inv(rgb.r),
		srgb_transfer_function_inv(rgb.g),
		srgb_transfer_function_inv(rgb.b)
		));
	float C = sqrt(lab.y * lab.y + lab.z * lab.z);
	float a_ = lab.y / C;
	float b_ = lab.z / C;
	float L = lab.x;
	float h = 0.5f + 0.5f * atan(-lab.z, -lab.y) / M_PI;
	vec2 cusp = find_cusp(a_, b_);
	vec2 ST_max = to_ST(cusp);
	float S_max = ST_max.x;
	float T_max = ST_max.y;
	float S_0 = 0.5f;
	float k = 1.f - S_0 / S_max;
	float t = T_max / (C + L * T_max);
	float L_v = t * L;
	float C_v = t * C;
	float L_vt = toe_inv(L_v);
	float C_vt = C_v * L_vt / L_v;	vec3 rgb_scale = oklab_to_linear_srgb(vec3( L_vt, a_ * C_vt, b_ * C_vt ));
	float scale_L = cbrt(1.f / max(max(rgb_scale.r, rgb_scale.g), max(rgb_scale.b, 0.f)));
	L = L / scale_L;
	C = C / scale_L;
	C = C * toe(L) / L;
	L = toe(L);
	float v = L / L_v;
	float s = (S_0 + T_max) * C_v / ((T_max * S_0) + T_max * k * C_v);
	return vec3 (h, s, v );
}
)";