     }
     return processingColor(using: converter)
   }
-  
-  /// **Mechanica**
-  ///
-  /// Returns a `new` color derived from `self` desaturating the hue by a `percentage` in the HSB color space, making it less intense.
-  /// - Note: Saturation makes the color less or more closer to white.
-  public final func tintedHSBA(by percentage: CGFloat = 0.1) -> Color? {
+
+  /// **Mechanica**
+  ///
+  /// Returns a `new` color derived from `self` desaturating the hue (decreasing the saturation) by a `percentage` in the HSB color space, making it less intense.
+  /// - Note: Decreasing the saturation makes the color closer to white.
+  public final func tinted(byDecreasingSaturation percentage: CGFloat = 0.1) -> Color? {
     if percentage == 0 { return self.copy() as? Color }
     let converter: ColorConverter = {
       guard let hsba = $0.hsba else { return nil }

    #endif
    return (red, green, blue, alpha)
  }
  
  
  /// **Mechanica**
  ///
  /// Returns the components (in 8 bit) that make up the color in the sRGB color space.
  public final var rgba8Bit: (red: UInt8, green: UInt8, blue: UInt8, alpha: UInt8)? {
    guard let components = rgba else { return nil }
    return (red: UInt8(components.red * 255), green: UInt8(components.green * 255), blue: UInt8(components.blue * 255), alpha: UInt8(components.alpha * 255))
  }
  
  /// **Mechanica**
  ///
  /// Returns an UInt32 representation of `self` in the sRGB space without alpha channel.
  private final var rgb32Bit: UInt32 {
    guard let components = rgba8Bit else { fatalError("Couldn't calculate RGBA values") }
    return (UInt32(components.red) << 16) | (UInt32(components.green) << 8) | UInt32(components.blue)
  }
  
  /// **Mechanica**
  ///
  /// Returns an UInt32 representation of `self` in the sRGB space with alpha channel.
  private final var rgba32Bit: UInt32 {
    guard let components = rgba8Bit else { fatalError("Couldn't calculate RGBA values.") }
    return (UInt32(components.red) << 32) | (UInt32(components.green) << 16) | UInt32(components.blue) << 8 | UInt32(components.alpha)
  }
  
  /// **Mechanica**
  ///
  /// Creates a `new` color in the **sRGB** color space that matches (or *closely approximates*) the current color.

      self.init(srgbRed: red, green: green, blue: blue, alpha: alpha)
    #endif
  }

  /// **Mechanica**
  ///
  /// Creates and returns an Color object given an hex color string.
