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material: slightly boosted vibrancy
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@@ -104,25 +104,25 @@ class MaterialScheme:
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self.primary_palette = TonalPalette(source_color.hue, source_color.chroma)
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# Secondary: same hue, reduced chroma
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# Formula: max(chroma - 32, chroma * 0.5)
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secondary_chroma = max(source_color.chroma - 32.0, source_color.chroma * 0.5)
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# Formula: max(chroma - 24, chroma * 0.6) - slightly more vibrant than stock MD3
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secondary_chroma = max(source_color.chroma - 24.0, source_color.chroma * 0.6)
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self.secondary_palette = TonalPalette(source_color.hue, secondary_chroma)
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# Tertiary: analogous color (simplified as 60° rotation)
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# In full implementation this uses TemperatureCache for analogous colors
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tertiary_hue = (source_color.hue + 60.0) % 360.0
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tertiary_chroma = max(source_color.chroma - 32.0, source_color.chroma * 0.5)
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tertiary_chroma = max(source_color.chroma - 24.0, source_color.chroma * 0.6)
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self.tertiary_palette = TonalPalette(tertiary_hue, tertiary_chroma)
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# Error: red hue with high chroma
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self.error_palette = TonalPalette(25.0, 84.0) # Material red
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# Neutral: source hue, low chroma (chroma / 8)
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neutral_chroma = source_color.chroma / 8.0
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# Neutral: source hue, low chroma (chroma / 6) - slightly tinted surfaces
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neutral_chroma = source_color.chroma / 6.0
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self.neutral_palette = TonalPalette(source_color.hue, neutral_chroma)
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# Neutral variant: source hue, slightly more chroma than neutral
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neutral_variant_chroma = (source_color.chroma / 8.0) + 4.0
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neutral_variant_chroma = (source_color.chroma / 6.0) + 4.0
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self.neutral_variant_palette = TonalPalette(source_color.hue, neutral_variant_chroma)
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@classmethod
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