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Image color picker — read pixel HEX / RGB / HSL values

Image color picker — read pixel HEX / RGB / HSL values

Upload a JPEG / PNG / WebP and click any pixel to read its color as HEX / RGB / HSL. Hover to inspect the value with a magnifier loupe, then click to add it to a history list. Copy any format with a single click. Your image never leaves the browser — everything runs locally.

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How to use

Drop or pick an image to load it. Hover over the canvas to inspect each pixel with a magnifier loupe — HEX / RGB / HSL values update in real time. Click to add the color to the history list, then copy any of the three values with the dedicated button on each row. Remove individual entries with the per-row Remove button, or clear the whole list at once. Your image stays in the browser — everything is read via Canvas locally.

FAQ

Is my image uploaded to a server?
No. Files are read locally with FileReader, drawn into an HTMLCanvasElement, and inspected via getImageData. No network requests are made at any step.
Which value (HEX / RGB / HSL) should I copy?
Depends on the use case. HEX (#RRGGBB) is the safest for design tools (Figma, Sketch, Procreate), RGB works directly in CSS / Tailwind, and HSL is handy when you want to nudge saturation or lightness on a base color.
How are transparent pixels handled in PNG / WebP?
Pixels with alpha < 255 are returned as if composited on a white background, so the displayed HEX matches what you see on screen. Fully transparent pixels (alpha 0) read as #FFFFFF (white).
Is the magnifier zoom level configurable?
No, the loupe uses a fixed zoom in this version (a few pixels per actual pixel). The central square shows the exact pixel that will be picked. Adjustable zoom is not on the roadmap (we keep the tool single-purpose).
Which image formats are supported?
Any format your browser can natively decode — JPEG, PNG, and WebP in practice. For HEIC photos from iPhone, convert them with the HEIC → JPEG tool first.
Does it work for very large images?
Yes. The display canvas is scaled down for rendering, but a hidden full-resolution canvas backs getImageData so pixel reads stay accurate. 4K / 8K images work fine; only extreme sizes (e.g. 10000×10000) may hit per-tab memory limits.

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