Motion
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ReferenceMaterial nodesColour

RGB to HSL

A colour's Hue, Saturation and Lightness.

Colourrgb2hsl

Inputs

PinTypeStarts atNotes
RGBcolourvec3"#7ce695"–

Outputs

PinType
Huehuefloat
Saturationsaturationfloat
Lightnesslightnessfloat

The code it becomes

What Studio writes for the graph below: a few lines of the material's shader, worked out for every pixel.

void mainImage(out vec4 fragColor, in vec2 fragCoord){    float n2_hue = plus_rgb2hsl(vec3(0.48627, 0.90196, 0.58431)).x;    float n2_saturation = plus_rgb2hsl(vec3(0.48627, 0.90196, 0.58431)).y;    float n2_lightness = plus_rgb2hsl(vec3(0.48627, 0.90196, 0.58431)).z;    fragColor = vec4(vec3(n2_hue), 1.0);}

In a graph

Texture coordinates into the node, and the node into the material, as Studio draws them.