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      SUBROUTINE textur(sat, ncolors, map, invert, rmult, gmult, bmult)

      include 'colormap.blk'
      INTEGER invert, map, ncolors, x, ihue
      REAL hue, sat, red, green, blue, h
      
      if (ncolors .eq. 0) ncolors = 7 
      
      sat = min(sat, 0.99)
C ... Saturation is used to pass in the minimum hue for some maps.
      if (sat .ge. 0.90 .or. sat .le. 0.0) then
        huemin = 0.3
      else
        huemin = sat
      end if

      ratio = (1.0 / huemin) ** (1.0 / (ncolors-1))
      do x = 0, ncolors-1
        hue  = float(x) / float(ncolors)
        ihue = int(ncolors*hue)
C ... Linear hue map
        hue  = float(ihue)/float(ncolors-1)
        hue  = min(hue, 1.0)
C ... Logarithmic hue map
        huel = huemin * ratio**x
        huel = min(huel, 1.0)

        if(invert .eq. 1) then
          hue = 1.-hue
          huel= 1.-huel
        end if

        if (map .eq. RAINBW) THEN
          huetmp = 1.0 - hue
          call rainbow(huetmp, sat, 1., red, green, blue)
        else if (map .eq. VIRDIS) THEN
          call viridis(x, ncolors, red, green, blue)
        else if (map .eq. TERRAIN) THEN
          h = 3*hue
          if(h .LT. 0.25) THEN
            red   = 0.0
            green = 0.0
            blue  = 0.25+2*h
          else if(h .LT. 2) THEN
            red   = 0.0
            green = 0.25+(2-h)
            blue  = 0.0
          else if(h .LT. 2.7) THEN
            red   = 0.75
            green = 0.15
            blue  = 0.0
          else
            red   = 0.9
            green = 0.9
            blue  = 0.9
          end if
        else if (map .eq. IRON) then
          red   = 3*(hue + 0.03)
          green = 3*(hue - 1.0/3.0)
          blue  = 3*(hue - 2.0/3.0)
        else if (map .eq. ASTRO) then
          red   = hue
          green = hue
          blue  = (hue+.2)/1.2
        else if (map .eq. ZEBRA) then
          red   = MOD(ihue+invert, 2)
          green = red
          blue  = red
        else if (map .eq. GRAY) THEN
          red   = huel 
          green = huel 
          blue  = huel 
        else if (map .eq. METAL) then
          red   = huel * RMULT
          green = huel * GMULT
          blue  = huel * BMULT
        else if (map .eq. COOL) then
          red   = hue 
          green = 1.0 - hue 
          blue  = 1.0
        end if
        red   = max(0.0, min(red,   1.0))
        green = max(0.0, min(green, 1.0))
        blue  = max(0.0, min(blue,  1.0))
        CALL PLTCOL (8+x, red, green, blue)
      end do
      return
      end
      
