inline T hsl2rgb(const T &hsl) {
using Vec3 = glm::tvec3<typename T::value_type>;
using Vec4 = glm::tvec4<typename T::value_type>;
- const Vec4 K(0.0, -1.0/3.0, 2.0/3.0, -1.0);
- const Vec3 p(glm::abs(glm::fract(Vec3(hsl.h) + Vec3(K)) * 6.0 - Vec3(K.w)));
+ const Vec4 K(1.0, 2.0/3.0, 1.0/3.0, 3.0);
+ const Vec3 p(glm::abs(glm::fract(Vec3(hsl.x) + Vec3(K)) * 6.0 - Vec3(K.w)));
T rgb = hsl.z * glm::mix(Vec3(K.x), glm::clamp(p - Vec3(K.x), 0.0, 1.0), hsl.y);
return rgb;
}