//This file is automatically rebuilt by the Cesium build process. export default "/**\n\ * Converts an RGB color to HSB (hue, saturation, brightness)\n\ * HSB <-> RGB conversion with minimal branching: {@link http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl}\n\ *\n\ * @name czm_RGBToHSB\n\ * @glslFunction\n\ * \n\ * @param {vec3} rgb The color in RGB.\n\ *\n\ * @returns {vec3} The color in HSB.\n\ *\n\ * @example\n\ * vec3 hsb = czm_RGBToHSB(rgb);\n\ * hsb.z *= 0.1;\n\ * rgb = czm_HSBToRGB(hsb);\n\ */\n\ \n\ const vec4 K_RGB2HSB = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n\ \n\ vec3 czm_RGBToHSB(vec3 rgb)\n\ {\n\ vec4 p = mix(vec4(rgb.bg, K_RGB2HSB.wz), vec4(rgb.gb, K_RGB2HSB.xy), step(rgb.b, rgb.g));\n\ vec4 q = mix(vec4(p.xyw, rgb.r), vec4(rgb.r, p.yzx), step(p.x, rgb.r));\n\ \n\ float d = q.x - min(q.w, q.y);\n\ return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + czm_epsilon7)), d / (q.x + czm_epsilon7), q.x);\n\ }\n\ ";