Initial commit: Hermes Agent Skills collection
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# Color Systems
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## Color Modes
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### HSB (Recommended for Generative Art)
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```javascript
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colorMode(HSB, 360, 100, 100, 100);
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// Hue: 0-360 (color wheel position)
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// Saturation: 0-100 (gray to vivid)
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// Brightness: 0-100 (black to full)
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// Alpha: 0-100
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fill(200, 80, 90); // blue, vivid, bright
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fill(200, 80, 90, 50); // 50% transparent
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```
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HSB advantages:
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- Rotate hue: `(baseHue + offset) % 360`
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- Desaturate: reduce S
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- Darken: reduce B
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- Monochrome variations: fix H, vary S and B
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- Complementary: `(hue + 180) % 360`
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- Analogous: `hue +/- 30`
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### HSL
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```javascript
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colorMode(HSL, 360, 100, 100, 100);
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// Lightness 50 = pure color, 0 = black, 100 = white
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// More intuitive for tints (L > 50) and shades (L < 50)
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```
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### RGB
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```javascript
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colorMode(RGB, 255, 255, 255, 255); // default
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// Direct channel control, less intuitive for procedural palettes
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```
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## Color Objects
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```javascript
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let c = color(200, 80, 90); // create color object
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fill(c);
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// Extract components
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let h = hue(c);
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let s = saturation(c);
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let b = brightness(c);
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let r = red(c);
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let g = green(c);
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let bl = blue(c);
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let a = alpha(c);
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// Hex colors work everywhere
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fill('#e8d5b7');
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fill('#e8d5b7cc'); // with alpha
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// Modify via setters
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c.setAlpha(128);
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c.setRed(200);
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```
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## Color Interpolation
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### lerpColor
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```javascript
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let c1 = color(0, 80, 100); // red
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let c2 = color(200, 80, 100); // blue
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let mixed = lerpColor(c1, c2, 0.5); // midpoint blend
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// Works in current colorMode
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```
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### paletteLerp (p5.js 1.11+)
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Interpolate through multiple colors at once.
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```javascript
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let colors = [
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color('#2E0854'),
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color('#850E35'),
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color('#EE6C4D'),
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color('#F5E663')
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];
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let c = paletteLerp(colors, t); // t = 0..1, interpolates through all
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```
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### Manual Multi-Stop Gradient
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```javascript
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function multiLerp(colors, t) {
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t = constrain(t, 0, 1);
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let segment = t * (colors.length - 1);
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let idx = floor(segment);
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let frac = segment - idx;
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idx = min(idx, colors.length - 2);
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return lerpColor(colors[idx], colors[idx + 1], frac);
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}
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```
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## Gradient Rendering
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### Linear Gradient
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```javascript
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function linearGradient(x1, y1, x2, y2, c1, c2) {
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let steps = dist(x1, y1, x2, y2);
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for (let i = 0; i <= steps; i++) {
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let t = i / steps;
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let c = lerpColor(c1, c2, t);
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stroke(c);
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let x = lerp(x1, x2, t);
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let y = lerp(y1, y2, t);
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// Draw perpendicular line at each point
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let dx = -(y2 - y1) / steps * 1000;
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let dy = (x2 - x1) / steps * 1000;
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line(x - dx, y - dy, x + dx, y + dy);
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}
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}
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```
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### Radial Gradient
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```javascript
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function radialGradient(cx, cy, r, innerColor, outerColor) {
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noStroke();
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for (let i = r; i > 0; i--) {
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let t = 1 - i / r;
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fill(lerpColor(innerColor, outerColor, t));
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ellipse(cx, cy, i * 2);
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}
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}
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```
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### Noise-Based Gradient
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```javascript
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function noiseGradient(colors, noiseScale, time) {
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loadPixels();
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for (let y = 0; y < height; y++) {
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for (let x = 0; x < width; x++) {
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let n = noise(x * noiseScale, y * noiseScale, time);
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let c = multiLerp(colors, n);
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let idx = 4 * (y * width + x);
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pixels[idx] = red(c);
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pixels[idx+1] = green(c);
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pixels[idx+2] = blue(c);
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pixels[idx+3] = 255;
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}
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}
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updatePixels();
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}
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```
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## Procedural Palette Generation
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### Complementary
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```javascript
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function complementary(baseHue) {
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return [baseHue, (baseHue + 180) % 360];
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}
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```
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### Analogous
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```javascript
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function analogous(baseHue, spread = 30) {
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return [
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(baseHue - spread + 360) % 360,
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baseHue,
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(baseHue + spread) % 360
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];
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}
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```
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### Triadic
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```javascript
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function triadic(baseHue) {
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return [baseHue, (baseHue + 120) % 360, (baseHue + 240) % 360];
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}
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```
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### Split Complementary
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```javascript
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function splitComplementary(baseHue) {
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return [baseHue, (baseHue + 150) % 360, (baseHue + 210) % 360];
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}
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```
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### Tetradic (Rectangle)
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```javascript
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function tetradic(baseHue) {
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return [baseHue, (baseHue + 60) % 360, (baseHue + 180) % 360, (baseHue + 240) % 360];
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}
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```
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### Monochromatic Variations
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```javascript
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function monoVariations(hue, count = 5) {
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let colors = [];
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for (let i = 0; i < count; i++) {
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let s = map(i, 0, count - 1, 20, 90);
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let b = map(i, 0, count - 1, 95, 40);
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colors.push(color(hue, s, b));
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}
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return colors;
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}
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```
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## Curated Palette Library
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### Warm Palettes
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```javascript
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const SUNSET = ['#2E0854', '#850E35', '#EE6C4D', '#F5E663'];
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const EMBER = ['#1a0000', '#4a0000', '#8b2500', '#cd5c00', '#ffd700'];
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const PEACH = ['#fff5eb', '#ffdab9', '#ff9a76', '#ff6b6b', '#c94c4c'];
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const COPPER = ['#1c1108', '#3d2b1f', '#7b4b2a', '#b87333', '#daa06d'];
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```
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### Cool Palettes
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```javascript
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const OCEAN = ['#0a0e27', '#1a1b4b', '#2a4a7f', '#3d7cb8', '#87ceeb'];
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const ARCTIC = ['#0d1b2a', '#1b263b', '#415a77', '#778da9', '#e0e1dd'];
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const FOREST = ['#0b1a0b', '#1a3a1a', '#2d5a2d', '#4a8c4a', '#90c990'];
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const DEEP_SEA = ['#000814', '#001d3d', '#003566', '#006d77', '#83c5be'];
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```
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### Neutral Palettes
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```javascript
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const GRAPHITE = ['#1a1a1a', '#333333', '#555555', '#888888', '#cccccc'];
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const CREAM = ['#f4f0e8', '#e8dcc8', '#c9b99a', '#a89070', '#7a6450'];
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const SLATE = ['#1e293b', '#334155', '#475569', '#64748b', '#94a3b8'];
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```
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### Vivid Palettes
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```javascript
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const NEON = ['#ff00ff', '#00ffff', '#ff0080', '#80ff00', '#0080ff'];
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const RAINBOW = ['#ff0000', '#ff8000', '#ffff00', '#00ff00', '#0000ff', '#8000ff'];
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const VAPOR = ['#ff71ce', '#01cdfe', '#05ffa1', '#b967ff', '#fffb96'];
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const CYBER = ['#0f0f0f', '#00ff41', '#ff0090', '#00d4ff', '#ffd000'];
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```
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### Earth Tones
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```javascript
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const TERRA = ['#2c1810', '#5c3a2a', '#8b6b4a', '#c4a672', '#e8d5b7'];
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const MOSS = ['#1a1f16', '#3d4a2e', '#6b7c4f', '#9aab7a', '#c8d4a9'];
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const CLAY = ['#3b2f2f', '#6b4c4c', '#9e7676', '#c9a0a0', '#e8caca'];
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```
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## Blend Modes
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```javascript
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blendMode(BLEND); // default — alpha compositing
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blendMode(ADD); // additive — bright glow effects
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blendMode(MULTIPLY); // darkening — shadows, texture overlay
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blendMode(SCREEN); // lightening — soft glow
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blendMode(OVERLAY); // contrast boost — high/low emphasis
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blendMode(DIFFERENCE); // color subtraction — psychedelic
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blendMode(EXCLUSION); // softer difference
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blendMode(REPLACE); // overwrite (no alpha blending)
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blendMode(REMOVE); // subtract alpha
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blendMode(LIGHTEST); // keep brighter pixel
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blendMode(DARKEST); // keep darker pixel
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blendMode(BURN); // darken + saturate
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blendMode(DODGE); // lighten + saturate
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blendMode(SOFT_LIGHT); // subtle overlay
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blendMode(HARD_LIGHT); // strong overlay
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// ALWAYS reset after use
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blendMode(BLEND);
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```
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### Blend Mode Recipes
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| Effect | Mode | Use case |
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|--------|------|----------|
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| Additive glow | `ADD` | Light beams, fire, particles |
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| Shadow overlay | `MULTIPLY` | Texture, vignette |
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| Soft light mix | `SCREEN` | Fog, mist, backlight |
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| High contrast | `OVERLAY` | Dramatic compositing |
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| Color negative | `DIFFERENCE` | Glitch, psychedelic |
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| Layer compositing | `BLEND` | Standard alpha layering |
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## Background Techniques
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### Textured Background
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```javascript
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function texturedBackground(baseColor, noiseScale, noiseAmount) {
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loadPixels();
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let r = red(baseColor), g = green(baseColor), b = blue(baseColor);
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for (let i = 0; i < pixels.length; i += 4) {
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let x = (i / 4) % width;
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let y = floor((i / 4) / width);
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let n = (noise(x * noiseScale, y * noiseScale) - 0.5) * noiseAmount;
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pixels[i] = constrain(r + n, 0, 255);
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pixels[i+1] = constrain(g + n, 0, 255);
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pixels[i+2] = constrain(b + n, 0, 255);
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pixels[i+3] = 255;
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}
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updatePixels();
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}
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```
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### Vignette
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```javascript
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function vignette(strength = 0.5, radius = 0.7) {
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loadPixels();
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let cx = width / 2, cy = height / 2;
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let maxDist = dist(0, 0, cx, cy);
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for (let i = 0; i < pixels.length; i += 4) {
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let x = (i / 4) % width;
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let y = floor((i / 4) / width);
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let d = dist(x, y, cx, cy) / maxDist;
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let factor = 1.0 - smoothstep(constrain((d - radius) / (1 - radius), 0, 1)) * strength;
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pixels[i] *= factor;
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pixels[i+1] *= factor;
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pixels[i+2] *= factor;
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}
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updatePixels();
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}
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function smoothstep(t) { return t * t * (3 - 2 * t); }
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```
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### Film Grain
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```javascript
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function filmGrain(amount = 30) {
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loadPixels();
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for (let i = 0; i < pixels.length; i += 4) {
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let grain = random(-amount, amount);
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pixels[i] = constrain(pixels[i] + grain, 0, 255);
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pixels[i+1] = constrain(pixels[i+1] + grain, 0, 255);
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pixels[i+2] = constrain(pixels[i+2] + grain, 0, 255);
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}
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updatePixels();
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}
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```
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