android firefox 68.0 weird background colour

The firefox browser on my Samsung tablet appears to have a pink background on the bookmark list panel and “back button” history list pane. On the history panel, there’s a pink stripe under the ‘recently closed and ‘synced devices’ section (behind where it states the number of tabs or devices, and stretches across the screen) all the other backgrounds are the default whitish colour. Anybody know what’s going on and how to sort it? I couldn’t find anything in config, and I have another tablet with the same version of firefox which does not have this issue.
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gimp – 360 photo post-processing colour “flare”

I shoot 360 photos with my camera and I use Rawtherapee for post-processing and colour correction. The problem is that the software doesn’t take into account (even if there is the proper EXIF information for 360 photo projection type) that the left edge of the photo is connected to the right edge. Every time I use settings that act “locally” within the photo (e.g. Shadows/Highlights and Local contrast), it results in a colour discontinuity when observed with a 360 viewer, as in the image below.
enter image description here

To overcome this, I use GIMP to enlarge the photo by ‘x’ cells on both sides (and above) by pasting part of the photo which is connected (on a 360 perspective) for each side. This allows me to use those Rawtherapee’s settings without concerns, but it takes almost half the time to post-process a single photo.

Is there a tool/software/workaround to solve this problem in a more time-efficient way?

film – Consistent black horizontal lines on colour negatives

A hair. Looks sharp enough that it could be on the film side of the shutter in which case getting it out should be easy. If it is on the other side of the shutter and your camera has an interchangeable lens, you should be able to get at it with removing the lens and putting up the mirror. If you don’t have an interchangeable lens, it might require convincing the camera to open shutter while the back is open. Don’t prod the shutter itself: it’s easy to bend the blades and that is bad news.

If you already reloaded the camera, you can either pray or rewind the film. It’s not likely to be a problem of development: if this happened while scanning the negative, the hair would show as white.

applications – Get HSV values from the Digital Colour Meter in macOS

applications – Get HSV values from the Digital Colour Meter in macOS – Ask Different

germany – On German bicycle direction signs, what does the background colour for bicycle highway pictograms indicate?

On this direction sign at Wixhausen near Darmstadt, Germany, several destination use a bicycle highway pictogram. Some of the pictograms have a black background, whereas others have a green background. What is the difference in meaning between the pictograms with a black background vs. the pictograms with a green background?

Bike freeway sign

This sign indicates Darmstadt and Arheiligen with a black-background pictogram, Egelsbach and Erzhausen with a green-background pictogram, and Frankfurt and Langen with both.

From context, it might mean green means finished and black means not finished, but I think that’s not consistent with signs I’ve seen elsewhere, and I would find it an unusual meaning for traffic signs, so it’d be interesting to have a confirmation.

I did not find an explanation at this list of traffic signs for cyclists. At this stv2go list bicycle highways aren’t mentioned at all.

usability – Bottom navigation: Colour on selected text?

Why is it so common that at bottom navigation many apps choose a highlight colour that is hard to read?

Why don’t they use a different colour to highlight and a different colour for the text?
Is it just aesthetics or I’m missing something?

Examples (of what I consider hard to read):

enter image description here

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Example of what I think we should be seeing more:

enter image description here

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LibGDX Shader that converts sprite to single colour with blurred edges

I made a shader which turns all the colours of the texture to black but I also want it to be blurred at the edges where the opaque sprite turns transparent.

Original texture with desired output.

enter image description here

#ifdef GL_ES
    precision mediump float;
#endif

varying vec4 v_color;
varying vec2 v_texCoords;

uniform sampler2D u_texture;

void main() {
  vec4 c = v_color * texture2D(u_texture, v_texCoords);
  gl_FragColor = vec4(0,0,0, c.a);
}

A simple gaussian blur with good performance is what I want.

This shadertoy shader looks ideal: https://www.shadertoy.com/view/Xltfzj

I managed to convert the above mentioned shadertoy to GLSL which works fine, but I don’t know how to make it first turn the texture black before blurring.

#ifdef GL_ES
    #define PRECISION mediump
    precision PRECISION float;
    precision PRECISION int;
#endif

varying vec4 v_color;
varying vec2 v_texCoords;

uniform sampler2D u_texture;
uniform vec2 resolution;

void main() {
    float Pi = 6.28318530718; // Pi*2
    
    // GAUSSIAN BLUR SETTINGS {{{
    float Directions = 16.0; // BLUR DIRECTIONS (Default 16.0 - More is better but slower)
    float Quality = 4.0; // BLUR QUALITY (Default 4.0 - More is better but slower)
    float Size = 8.0; // BLUR SIZE (Radius)
    // GAUSSIAN BLUR SETTINGS }}}
   
    vec2 Radius = Size / resolution.xy;
    
    // Normalized pixel coordinates (from 0 to 1)
    vec2 uv = v_texCoords;
    // Pixel colour
    vec4 Color = texture2D(u_texture, uv);
    
    // Blur calculations
    for( float d=0.0; d<Pi; d+=Pi/Directions) {
        for(float i=1.0/Quality; i<=1.0; i+=1.0/Quality) {
            Color += texture2D( u_texture, uv+vec2(cos(d),sin(d))*Radius*i);        
        }
    }
    
    // Output to screen
    Color /= Quality * Directions - 15.0;
    gl_FragColor =  Color;
}

LibGDX Shader that converts image to single colour with blur

I made a shader which turns all the colours of the texture to black but I also want it to be blurred.

#ifdef GL_ES
    precision mediump float;
#endif

varying vec4 v_color;
varying vec2 v_texCoords;

uniform sampler2D u_texture;

void main() {
  vec4 c = v_color * texture2D(u_texture, v_texCoords);
  gl_FragColor = vec4(0,0,0, c.a);
}

A simple gaussian blur with good performance is what I want. I tried various blur shaders but haven’t managed to get any to work well.

This shadertoy shader looks ideal but not sure how to convert it or make it output only one colour https://www.shadertoy.com/view/Xltfzj

EDIT: I managed to convert the above mentioned shadertoy but the output doesn’t seem to really be blurred, just almost transparent. Not sure whether I converted it correctly or not though:

#ifdef GL_ES
    #define PRECISION mediump
    precision PRECISION float;
    precision PRECISION int;
#endif

varying vec4 v_color;
varying vec2 v_texCoords;

uniform sampler2D u_texture;
uniform vec2 resolution;

void main() {
    float Pi = 6.28318530718; // Pi*2
    
    // GAUSSIAN BLUR SETTINGS {{{
    float Directions = 16.0; // BLUR DIRECTIONS (Default 16.0 - More is better but slower)
    float Quality = 4.0; // BLUR QUALITY (Default 4.0 - More is better but slower)
    float Size = 8.0; // BLUR SIZE (Radius)
    // GAUSSIAN BLUR SETTINGS }}}
   
    vec2 Radius = Size / resolution.xy;
    
    // Normalised pixel coordinates (from 0 to 1)
    vec2 uv = gl_FragCoord.xy / resolution.xy;
    // Pixel colour
    vec4 Color = texture2D(u_texture, v_texCoords);
    
    // Blur calculations
    for( float d=0.0; d<Pi; d+=Pi/Directions) {
        for(float i=1.0/Quality; i<=1.0; i+=1.0/Quality) {
            Color += texture2D( u_texture, uv+vec2(cos(d),sin(d))*Radius*i);        
        }
    }
    
    // // Output to screen
    Color /= Quality * Directions - 15.0;
    gl_FragColor =  Color;
}

Original texture with desired output.

enter image description here

color – Plot cylindrical segments for LCH / LAB colour space

ChromaticityPlot3D("LCH", "LAB", Mesh -> None, Boxed -> False, 
Axes -> False, PlotPoints -> 50)

RegionPlot3D({x^2 + y^2 < 1 && 0 <= z <= 1}, {x, -1, 1}, {y, -1, 1}, {z, 0, 1},   
ColorFunction -> (LABColor(#3, #1, #2) &), 
ColorFunctionScaling -> False, Mesh -> None, Boxed -> False, 
Axes -> False, PlotPoints -> 50)

both give the same results. I am trying to create sections like this

RegionPlot3D({x^2 + y^2 < 1 && 0 <= z <= 1 && x < y}, 
{x, -1, 1}, {y, -1, 1}, {z, 0, 1}, 
ColorFunction -> (LABColor(#3, #1, #2) &), 
ColorFunctionScaling -> False, Mesh -> None, Boxed -> False, 
Axes -> False, PlotPoints -> 50)

but its slightly off, and I’m haveing trouble rotating it to cover all hues. I’d ultimately like to be able to take a cylindrical segment using the colour function as above, but have not had any luck so far (I won’t post my failed attempts!). Any ideas how I might achieve this?

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