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#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
void separate_color_rgb(vec4 col, out float r, out float g, out float b)
{
r = col.r;
g = col.g;
b = col.b;
}
void separate_color_hsv(vec4 col, out float r, out float g, out float b)
{
vec4 hsv;
rgb_to_hsv(col, hsv);
r = hsv[0];
g = hsv[1];
b = hsv[2];
}
void separate_color_hsl(vec4 col, out float r, out float g, out float b)
{
vec4 hsl;
rgb_to_hsl(col, hsl);
r = hsl[0];
g = hsl[1];
b = hsl[2];
}
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