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All of this was doing sRGB -> OkLAB conversions without linearizing the sRGB first, so it was broken. I could have sworn I pointed this out in review but I guess that got lost. Also, add a gamut clipping step since we have out-of-gamut colors and I don't want random negative values causing weird nightmare bugs somewhere. Shouldn't change anything in regular rendering. |
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| ColorExtensions.cs | ||