#N canvas 394 120 624 410 10;
#X declare -lib Gem;
#X text 452 8 GEM object;
#X obj 8 275 cnv 15 430 120 empty empty empty 20 12 0 14 #e0e0e0 #404040 0;
#X text 39 278 Inlets:;
#X text 38 365 Outlets:;
#X obj 8 236 cnv 15 430 30 empty empty empty 20 12 0 14 #bcbcbc #404040 0;
#X text 17 235 Arguments:;
#X obj 7 76 cnv 15 430 150 empty empty empty 20 12 0 14 #e0e0e0 #404040 0;
#X obj 449 77 cnv 15 170 250 empty empty empty 20 12 0 14 #dce4fc #404040 0;
#X text 453 60 Example:;
#X obj 514 274 cnv 15 100 60 empty empty empty 20 12 0 14 #bcbcbc #404040 0;
#X obj 450 138 cnv 15 160 100 empty empty empty 20 12 0 14 #14e814 #404040 0;
#X obj 451 84 gemhead;
#X text 71 31 Class: pix object;
#X text 63 246 <gain vector/scalar>;
#X text 56 378 Outlet 1: gemlist;
#X text 23 292 Inlet 1: gemlist;
#X obj 451 253 _pix2rectangle 3;
#X obj 451 193 pix_gain;
#X text 50 12 Synopsis: [pix_gain];
#X text 29 76 Description: multiply pixel-values;
#X floatatom 473 148 5 0 0 1 common - - 0;
#X msg 527 166 1 0.5 0;
#X msg 528 188 0 0.4 0.8 1;
#X text 10 93 pix_gain applies a gain multiplier to each pixel in a pix. The float is a constant modifier applied to all color components. If you use just R G B \, it assumes an alpha of 1.0.;
#X text 13 152 NOTE: while you can use this \, remember that you can often achieve the very same thing using the [color]-object for coloring the Geo onto which the image data is textured \, which could be done on the gfx-card (very efficient!) \, while [pix_gain] is always(!) done on the CPU!!!;
#N canvas 484 243 450 300 META 0;
#X obj 10 25 declare -lib Gem;
#X text 10 45 DESCRIPTION multiply pixel-values;
#X text 10 65 KEYWORDS Gem pix image;
#X text 20 85 INLET_0 gemlist saturate;
#X text 20 105 INLET_1 float;
#X text 20 125 INLET_2 list;
#X text 20 145 OUTLET_0 gemlist;
#X text 10 165 AUTHOR IOhannes m zmölnig;
#X text 10 185 LICENSE GPL v2;
#X restore 518 8 pd META;
#X obj 523 280 _gemwin;
#X obj 451 113 pix_test;
#X msg 480 216 saturate \$1;
#X obj 557 216 tgl 18 0 empty empty empty 0 -9 0 10 #fcfcfc #000000 #000000 0 1;
#X text 23 318 Inlet 2: <float>: multiplier for all channels;
#X text 23 331 Inlet 3: list: 3 (RGB) or 4 (RGBA) values as multipliers for each channel., f 68;
#X text 23 302 Inlet 1: saturate 1|0;
#X connect 11 0 27 0;
#X connect 17 0 16 0;
#X connect 20 0 17 1;
#X connect 21 0 17 2;
#X connect 22 0 17 2;
#X connect 27 0 17 0;
#X connect 28 0 17 0;
#X connect 29 0 28 0;
