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Revert the algorithm of RotateHue
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@ -110,34 +110,17 @@ func TranslateColor(clr color.Color) ColorMatrix {
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// RotateHue returns a color matrix to rotate the hue
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// RotateHue returns a color matrix to rotate the hue
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func RotateHue(theta float64) ColorMatrix {
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func RotateHue(theta float64) ColorMatrix {
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sin, cos := math.Sincos(theta)
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sin, cos := math.Sincos(theta)
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// RBG to YIQ
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v1 := cos + (1.0 - cos) / 3.0
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c := ColorMatrix{
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v2 := (1.0 / 3.0) * (1.0 - cos) - math.Sqrt(1.0 / 3.0) * sin
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v3 := (1.0 / 3.0) * (1.0 - cos) + math.Sqrt(1.0 / 3.0) * sin
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return ColorMatrix{
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[ColorMatrixDim - 1][ColorMatrixDim]float64{
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[ColorMatrixDim - 1][ColorMatrixDim]float64{
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{0.299, 0.587, 0.114, 0, 0},
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{v1, v2, v3, 0, 0},
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{0.596, -0.275, -0.321, 0, 0},
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{v3, v1, v2, 0, 0},
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{0.212, -0.523, 0.311, 0, 0},
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{v2, v3, v1, 0, 0},
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{0, 0, 0, 1, 0},
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{0, 0, 0, 1, 0},
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},
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},
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}
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}
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// Rotate around the Y axis
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c.Concat(ColorMatrix{
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[ColorMatrixDim - 1][ColorMatrixDim]float64{
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{1, 0, 0, 0, 0},
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{0, cos, sin, 0, 0},
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{0, -sin, cos, 0, 0},
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{0, 0, 0, 1, 0},
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},
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})
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// YIQ to RGB
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c.Concat(ColorMatrix{
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[ColorMatrixDim - 1][ColorMatrixDim]float64{
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{1, 0.956, 0.621, 0, 0},
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{1, -0.272, -0.647, 0, 0},
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{1, -1.105, 1.702, 0, 0},
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{0, 0, 0, 1, 0},
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},
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})
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return c
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}
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}
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func rgba(clr color.Color) (float64, float64, float64, float64) {
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func rgba(clr color.Color) (float64, float64, float64, float64) {
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