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+17 -17
+9 -9
osu.Framework/Graphics/UserInterface/HSVColourPicker_SaturationValueSelector.cs
··· 144 144 145 145 private void hueChanged() 146 146 { 147 - box.HueValue = Hue.Value; 147 + box.Hue = Hue.Value; 148 148 updateCurrent(); 149 149 } 150 150 ··· 210 210 public new IShader TextureShader { get; private set; } 211 211 public new IShader RoundedTextureShader { get; private set; } 212 212 213 - private float hueValue; 213 + private float hue; 214 214 215 - public float HueValue 215 + public float Hue 216 216 { 217 - get => hueValue; 217 + get => hue; 218 218 set 219 219 { 220 - if (hueValue == value) return; 220 + if (hue == value) return; 221 221 222 - hueValue = value; 222 + hue = value; 223 223 Invalidate(Invalidation.DrawInfo); 224 224 } 225 225 } ··· 247 247 { 248 248 } 249 249 250 - private float hueValue; 250 + private float hue; 251 251 252 252 public override void ApplyState() 253 253 { 254 254 base.ApplyState(); 255 - hueValue = Source.hueValue; 255 + hue = Source.hue; 256 256 } 257 257 258 258 protected override void Blit(Action<TexturedVertex2D> vertexAction) 259 259 { 260 - Shader.GetUniform<float>("hueValue").UpdateValue(ref hueValue); 260 + Shader.GetUniform<float>("hue").UpdateValue(ref hue); 261 261 base.Blit(vertexAction); 262 262 } 263 263 }
+4 -4
osu.Framework/Resources/Shaders/sh_SaturationSelectorBackground.fs
··· 3 3 varying mediump vec2 v_TexCoord; 4 4 varying mediump vec4 v_TexRect; 5 5 6 - uniform mediump float hueValue; 6 + uniform mediump float hue; 7 7 8 8 void main(void) 9 9 { 10 - vec2 resolution = vec2(v_TexRect[2] - v_TexRect[0], v_TexRect[3] - v_TexRect[0]); 11 - vec2 pixelPos = vec2(v_TexCoord.x/resolution.x, v_TexCoord.y/resolution.y); 12 - gl_FragColor = hsv2rgb(vec4(hueValue, pixelPos.x, 1.0 - pixelPos.y, 1.0)); 10 + vec2 resolution = vec2(v_TexRect[2] - v_TexRect[0], v_TexRect[3] - v_TexRect[1]); 11 + vec2 pixelPos = v_TexCoord / resolution; 12 + gl_FragColor = hsv2rgb(vec4(hue, pixelPos.x, 1.0 - pixelPos.y, 1.0)); 13 13 }
+4 -4
osu.Framework/Resources/Shaders/sh_SaturationSelectorBackgroundRounded.fs
··· 3 3 4 4 varying mediump vec2 v_TexCoord; 5 5 6 - uniform mediump float hueValue; 6 + uniform mediump float hue; 7 7 8 8 void main(void) 9 9 { 10 - vec2 resolution = vec2(v_TexRect[2] - v_TexRect[0], v_TexRect[3] - v_TexRect[0]); 11 - vec2 pixelPos = vec2(v_TexCoord.x/resolution.x, v_TexCoord.y/resolution.y); 12 - gl_FragColor = getRoundedColor(hsv2rgb(vec4(hueValue, pixelPos.x, 1.0 - pixelPos.y, 1.0)), v_TexCoord); 10 + vec2 resolution = vec2(v_TexRect[2] - v_TexRect[0], v_TexRect[3] - v_TexRect[1]); 11 + vec2 pixelPos = v_TexCoord / resolution; 12 + gl_FragColor = getRoundedColor(hsv2rgb(vec4(hue, pixelPos.x, 1.0 - pixelPos.y, 1.0)), v_TexCoord); 13 13 }