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https://github.com/VolmitSoftware/Iris.git
synced 2026-04-05 07:16:22 +00:00
Remove useless bitwise ops
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@@ -125,6 +125,7 @@ public class IrisGenerator extends IrisRegistrant {
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for(T i : b) {
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for(int j = 0; j < max - i.getRarity(); j++) {
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//noinspection AssignmentUsedAsCondition
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if(o = !o) {
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rarityMapped.add(i);
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} else {
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@@ -59,36 +59,36 @@ public class IrisImage extends IrisRegistrant {
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return ((color >> 8) & 0xFF) / 255D;
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}
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case BLUE -> {
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return ((color >> 0) & 0xFF) / 255D;
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return ((color) & 0xFF) / 255D;
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}
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case SATURATION -> {
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return Color.RGBtoHSB((color >> 16) & 0xFF, (color >> 8) & 0xFF, (color >> 0) & 0xFF, null)[1];
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return Color.RGBtoHSB((color >> 16) & 0xFF, (color >> 8) & 0xFF, (color) & 0xFF, null)[1];
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}
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case HUE -> {
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return Color.RGBtoHSB((color >> 16) & 0xFF, (color >> 8) & 0xFF, (color >> 0) & 0xFF, null)[0];
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return Color.RGBtoHSB((color >> 16) & 0xFF, (color >> 8) & 0xFF, (color) & 0xFF, null)[0];
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}
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case BRIGHTNESS -> {
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return Color.RGBtoHSB((color >> 16) & 0xFF, (color >> 8) & 0xFF, (color >> 0) & 0xFF, null)[2];
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return Color.RGBtoHSB((color >> 16) & 0xFF, (color >> 8) & 0xFF, (color) & 0xFF, null)[2];
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}
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case COMPOSITE_ADD_RGB -> {
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return ((((color >> 16) & 0xFF) / 255D) + (((color >> 8) & 0xFF) / 255D) + (((color >> 0) & 0xFF) / 255D)) / 3D;
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return ((((color >> 16) & 0xFF) / 255D) + (((color >> 8) & 0xFF) / 255D) + (((color) & 0xFF) / 255D)) / 3D;
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}
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case COMPOSITE_MUL_RGB -> {
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return (((color >> 16) & 0xFF) / 255D) * (((color >> 8) & 0xFF) / 255D) * (((color >> 0) & 0xFF) / 255D);
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return (((color >> 16) & 0xFF) / 255D) * (((color >> 8) & 0xFF) / 255D) * (((color) & 0xFF) / 255D);
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}
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case COMPOSITE_MAX_RGB -> {
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return Math.max(Math.max((((color >> 16) & 0xFF) / 255D), (((color >> 8) & 0xFF) / 255D)), (((color >> 0) & 0xFF) / 255D));
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return Math.max(Math.max((((color >> 16) & 0xFF) / 255D), (((color >> 8) & 0xFF) / 255D)), (((color) & 0xFF) / 255D));
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}
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case COMPOSITE_ADD_HSB -> {
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float[] hsb = Color.RGBtoHSB((color >> 16) & 0xFF, (color >> 8) & 0xFF, (color >> 0) & 0xFF, null);
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float[] hsb = Color.RGBtoHSB((color >> 16) & 0xFF, (color >> 8) & 0xFF, (color) & 0xFF, null);
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return (hsb[0] + hsb[1] + hsb[2]) / 3D;
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}
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case COMPOSITE_MUL_HSB -> {
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float[] hsb = Color.RGBtoHSB((color >> 16) & 0xFF, (color >> 8) & 0xFF, (color >> 0) & 0xFF, null);
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float[] hsb = Color.RGBtoHSB((color >> 16) & 0xFF, (color >> 8) & 0xFF, (color) & 0xFF, null);
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return hsb[0] * hsb[1] * hsb[2];
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}
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case COMPOSITE_MAX_HSB -> {
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float[] hsb = Color.RGBtoHSB((color >> 16) & 0xFF, (color >> 8) & 0xFF, (color >> 0) & 0xFF, null);
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float[] hsb = Color.RGBtoHSB((color >> 16) & 0xFF, (color >> 8) & 0xFF, (color) & 0xFF, null);
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return Math.max(hsb[0], Math.max(hsb[1], hsb[2]));
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}
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case RAW -> {
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