UI gradients long hue paths fix (#20010)
# Objective The false and true arguments for the select statement in `lerp_hue_long` are misordered, resulting in it taking the wrong hue path:  ## Solution Swap the arguments around. Also fixed another case I found during testing. The hue was interpolated even when it is undefined for one of the endpoints (for example in a gradient from black to yellow). In those cases it shouldn't interpolate, instead it should return the hue of the other end point. ## Testing I added a `linear_gradient` module to the testbed `ui` example, run with: ``` cargo run --example testbed_ui ``` In the linear gradients screen (press space to switch) it shows a column of red to yellow linear gradients. The last gradient in the column uses the OKLCH long path, which should look like this:  matching the same gradient in CSS: https://jsfiddle.net/fevshkdy/14/ if the correct hue path is chosen.
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@ -154,29 +154,28 @@ fn mix_linear_rgba_in_oklaba_space(a: vec4<f32>, b: vec4<f32>, t: f32) -> vec4<f
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}
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fn linear_rgba_to_hsla(c: vec4<f32>) -> vec4<f32> {
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let maxc = max(max(c.r, c.g), c.b);
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let minc = min(min(c.r, c.g), c.b);
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let delta = maxc - minc;
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let l = (maxc + minc) * 0.5;
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var h: f32 = 0.0;
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var s: f32 = 0.0;
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if delta != 0.0 {
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s = delta / (1.0 - abs(2.0 * l - 1.0));
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if maxc == c.r {
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h = ((c.g - c.b) / delta) % 6.0;
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} else if maxc == c.g {
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h = ((c.b - c.r) / delta) + 2.0;
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let max = max(max(c.r, c.g), c.b);
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let min = min(min(c.r, c.g), c.b);
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let l = (max + min) * 0.5;
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if max == min {
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return vec4(0., 0., l, c.a);
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} else {
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let delta = max - min;
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let s = delta / (1. - abs(2. * l - 1.));
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var h = 0.;
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if max == c.r {
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h = ((c.g - c.b) / delta) % 6.;
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} else if max == c.g {
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h = ((c.b - c.r) / delta) + 2.;
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} else {
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h = ((c.r - c.g) / delta) + 4.0;
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}
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h = h / 6.0;
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if h < 0.0 {
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h = h + 1.0;
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h = ((c.r - c.g) / delta) + 4.;
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}
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h = h / 6.;
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return vec4<f32>(h, s, l, c.a);
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}
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return vec4<f32>(h, s, l, c.a);
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}
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fn hsla_to_linear_rgba(hsl: vec4<f32>) -> vec4<f32> {
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let h = hsl.x;
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let s = hsl.y;
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@ -259,7 +258,7 @@ fn linear_rgba_to_oklcha(c: vec4<f32>) -> vec4<f32> {
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let o = linear_rgba_to_oklaba(c);
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let chroma = sqrt(o.y * o.y + o.z * o.z);
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let hue = atan2(o.z, o.y);
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return vec4(o.x, chroma, select(hue + TAU, hue, hue < 0.0), o.a);
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return vec4(o.x, chroma, rem_euclid(hue, TAU), o.a);
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}
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fn oklcha_to_linear_rgba(c: vec4<f32>) -> vec4<f32> {
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@ -279,22 +278,26 @@ fn lerp_hue(a: f32, b: f32, t: f32) -> f32 {
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fn lerp_hue_long(a: f32, b: f32, t: f32) -> f32 {
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let diff = rem_euclid(b - a + PI, TAU) - PI;
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return rem_euclid(a + select(diff - TAU, diff + TAU, 0. < diff) * t, TAU);
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return rem_euclid(a + (diff + select(TAU, -TAU, 0. < diff)) * t, TAU);
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}
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fn mix_oklcha(a: vec4<f32>, b: vec4<f32>, t: f32) -> vec4<f32> {
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let ah = select(a.z, b.z, a.y == 0.);
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let bh = select(b.z, a.z, b.y == 0.);
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return vec4(
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mix(a.xy, b.xy, t),
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lerp_hue(a.z, b.z, t),
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lerp_hue(ah, bh, t),
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mix(a.a, b.a, t)
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);
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}
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fn mix_oklcha_long(a: vec4<f32>, b: vec4<f32>, t: f32) -> vec4<f32> {
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let ah = select(a.z, b.z, a.y == 0.);
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let bh = select(b.z, a.z, b.y == 0.);
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return vec4(
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mix(a.xy, b.xy, t),
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lerp_hue_long(a.z, b.z, t),
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mix(a.a, b.a, t)
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lerp_hue_long(ah, bh, t),
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mix(a.w, b.w, t)
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);
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}
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@ -20,6 +20,7 @@ fn main() {
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.add_systems(OnEnter(Scene::Overflow), overflow::setup)
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.add_systems(OnEnter(Scene::Slice), slice::setup)
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.add_systems(OnEnter(Scene::LayoutRounding), layout_rounding::setup)
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.add_systems(OnEnter(Scene::LinearGradient), linear_gradient::setup)
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.add_systems(OnEnter(Scene::RadialGradient), radial_gradient::setup)
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.add_systems(Update, switch_scene);
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@ -42,6 +43,7 @@ enum Scene {
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Overflow,
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Slice,
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LayoutRounding,
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LinearGradient,
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RadialGradient,
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}
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@ -56,7 +58,8 @@ impl Next for Scene {
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Scene::TextWrap => Scene::Overflow,
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Scene::Overflow => Scene::Slice,
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Scene::Slice => Scene::LayoutRounding,
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Scene::LayoutRounding => Scene::RadialGradient,
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Scene::LayoutRounding => Scene::LinearGradient,
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Scene::LinearGradient => Scene::RadialGradient,
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Scene::RadialGradient => Scene::Image,
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}
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}
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@ -551,6 +554,90 @@ mod layout_rounding {
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}
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}
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mod linear_gradient {
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use bevy::color::palettes::css::RED;
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use bevy::color::palettes::css::YELLOW;
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use bevy::color::Color;
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use bevy::ecs::prelude::*;
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use bevy::render::camera::Camera2d;
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use bevy::state::state_scoped::DespawnOnExitState;
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use bevy::ui::AlignItems;
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use bevy::ui::BackgroundGradient;
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use bevy::ui::ColorStop;
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use bevy::ui::InterpolationColorSpace;
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use bevy::ui::JustifyContent;
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use bevy::ui::LinearGradient;
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use bevy::ui::Node;
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use bevy::ui::PositionType;
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use bevy::ui::Val;
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use bevy::utils::default;
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pub fn setup(mut commands: Commands) {
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commands.spawn((Camera2d, DespawnOnExitState(super::Scene::LinearGradient)));
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commands
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.spawn((
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Node {
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flex_direction: bevy::ui::FlexDirection::Column,
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width: Val::Percent(100.),
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height: Val::Percent(100.),
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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row_gap: Val::Px(5.),
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..default()
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},
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DespawnOnExitState(super::Scene::LinearGradient),
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))
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.with_children(|commands| {
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for stops in [
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vec![ColorStop::auto(RED), ColorStop::auto(YELLOW)],
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vec![
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ColorStop::auto(Color::BLACK),
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ColorStop::auto(RED),
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ColorStop::auto(Color::WHITE),
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],
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] {
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for color_space in [
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InterpolationColorSpace::LinearRgb,
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InterpolationColorSpace::Srgb,
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InterpolationColorSpace::OkLab,
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InterpolationColorSpace::OkLch,
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InterpolationColorSpace::OkLchLong,
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InterpolationColorSpace::Hsl,
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InterpolationColorSpace::HslLong,
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InterpolationColorSpace::Hsv,
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InterpolationColorSpace::HsvLong,
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] {
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commands.spawn((
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Node {
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justify_content: JustifyContent::SpaceEvenly,
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..Default::default()
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},
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children![(
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Node {
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height: Val::Px(30.),
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width: Val::Px(300.),
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..Default::default()
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},
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BackgroundGradient::from(LinearGradient {
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color_space,
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angle: LinearGradient::TO_RIGHT,
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stops: stops.clone(),
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}),
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children![
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Node {
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position_type: PositionType::Absolute,
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..default()
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},
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bevy::ui::widget::Text(format!("{color_space:?}")),
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]
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)],
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));
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}
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}
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});
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}
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}
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mod radial_gradient {
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use bevy::color::palettes::css::RED;
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use bevy::color::palettes::tailwind::GRAY_700;
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