A second attempt to distribute colors as close to a square color wheel as possible.
General algorithm: for each band/square of untouched pixels expanding out from the center, choose pixels to place in that square based on the following:
- Brightest colors get priority
- An even distribution of hues are selected within a brightness
- An even distribution of saturations are selected within a hue, although higher saturations get priority for being in the "center" of a hue section
- Order the hues ascending from 0-6 (magenta = 0, red = 1, green = 3, etc.)
- Insert monochrome colors where applicable, trying to minimizes how far it shifts each hue away from its "ideal" location (magenta at top, red 60 degrees left, green at bottom, etc.)
- Rotate the list where applicable to get hues close to their "ideal" location
- Place hues next to each other in order around that band of pixels
You can see prominent rays from the center towards the 6 primary hues (and between them) where desaturated versions of the colors border them