@tenphi/glaze 2.0.1 → 3.0.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/AGENTS.md +69 -32
- package/README.md +47 -26
- package/dist/index.cjs +3091 -1318
- package/dist/index.cjs.map +1 -1
- package/dist/index.d.cts +564 -119
- package/dist/index.d.mts +564 -119
- package/dist/index.mjs +3087 -1319
- package/dist/index.mjs.map +1 -1
- package/docs/contrast.mdx +751 -0
- package/docs/exporting.mdx +635 -0
- package/docs/getting-started.mdx +487 -0
- package/docs/hdr.mdx +523 -0
- package/docs/methodology.mdx +976 -0
- package/docs/migration.md +476 -285
- package/docs/mixes.mdx +348 -0
- package/docs/okhst.mdx +692 -0
- package/docs/reference/color-definitions.md +552 -0
- package/docs/reference/color-tokens.md +421 -0
- package/docs/reference/configuration.md +527 -0
- package/docs/reference/contrast.md +277 -0
- package/docs/reference/index.md +225 -0
- package/docs/reference/output.md +714 -0
- package/docs/reference/palette.md +435 -0
- package/docs/reference/theme.md +332 -0
- package/docs/reference/utilities.md +646 -0
- package/docs/schemes.mdx +636 -0
- package/docs/shadows-and-glows.mdx +519 -0
- package/package.json +10 -5
- package/docs/api.md +0 -2021
- package/docs/methodology.md +0 -686
- package/docs/okhst.md +0 -207
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---
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title: Shadows and glows
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description: Translucent overlays that land an exact tone step on any surface with room for it, in every scheme.
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---
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import Example from '../docs-site/components/Example.astro';
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import StepCompare from '../docs-site/components/shadows-and-glows/StepCompare.tsx';
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import ObjectInfluence from '../docs-site/components/shadows-and-glows/ObjectInfluence.tsx';
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import StateLayers from '../docs-site/components/shadows-and-glows/StateLayers.tsx';
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import CardShadows from '../docs-site/components/shadows-and-glows/CardShadows.tsx';
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import ElevationLadder from '../docs-site/components/shadows-and-glows/ElevationLadder.tsx';
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import TintedPigment from '../docs-site/components/shadows-and-glows/TintedPigment.tsx';
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import Unreachable from '../docs-site/components/shadows-and-glows/Unreachable.tsx';
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export const stateTheme = {
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hue: 280,
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saturation: 80,
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colors: {
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surface: { tone: 100, saturation: 0.1 },
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'surface-hover': { type: 'shadow', bg: 'surface', intensity: 4 },
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'surface-pressed': { type: 'shadow', bg: 'surface', intensity: [8, 12] },
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'accent-surface': { tone: 52, mode: 'fixed' },
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'accent-surface-hover': { type: 'shadow', bg: 'accent-surface', intensity: 4 },
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'accent-surface-pressed': { type: 'shadow', bg: 'accent-surface', intensity: [8, 12] },
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'accent-surface-highlight': { type: 'glow', bg: 'accent-surface', intensity: 5 },
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'inverse-surface': { tone: 18, saturation: 0.2, mode: 'fixed' },
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'inverse-surface-hover': { type: 'glow', bg: 'inverse-surface', intensity: 4 },
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'inverse-surface-pressed': { type: 'glow', bg: 'inverse-surface', intensity: [8, 12] },
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},
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};
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export const cardTheme = {
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hue: 280,
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saturation: 80,
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colors: {
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surface: { tone: 100, saturation: 0.1 },
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card: { base: 'surface', tone: '-3', saturation: 0.15 },
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'shadow-sm': { type: 'shadow', bg: 'surface', fg: 'card', intensity: 3 },
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'shadow-md': { type: 'shadow', bg: 'surface', fg: 'card', intensity: [6, 9] },
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'shadow-lg': { type: 'shadow', bg: 'surface', fg: 'card', intensity: [9, 14] },
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},
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};
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export const elevationTheme = {
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hue: 280,
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saturation: 80,
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colors: {
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surface: { tone: 92, saturation: 0.1 },
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'elevation-1': { type: 'glow', bg: 'surface', intensity: 3 },
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'elevation-2': { type: 'glow', bg: 'surface', intensity: 5 },
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'elevation-3': { type: 'glow', bg: 'surface', intensity: 7 },
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},
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};
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`shadow` and `glow` are translucent overlays. Each emits a pigment (black for a
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shadow, white for a glow) with an opacity Glaze solves so that, once the
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browser composites it over `bg`, the surface lands **exactly `intensity`
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tones** darker (`shadow`) or lighter (`glow`), scaled by the object when you
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name one. The step is the same on every surface and in every scheme where the
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surface has room for it: light, mid, dark, and chromatic.
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```ts
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import { glaze } from '@tenphi/glaze';
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const theme = glaze(280, 80);
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theme.colors({
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surface: { tone: 97 },
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card: { tone: 100 },
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accent: { tone: 45 },
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// Object-aware drop shadow: `fg` is the element casting it.
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'card-shadow': {
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type: 'shadow',
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bg: 'surface',
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fg: 'card',
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intensity: 8,
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},
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// No `fg`: an exact shade, for state layers and scrims.
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'surface-hover': { type: 'shadow', bg: 'surface', intensity: 5 },
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'accent-pressed': { type: 'shadow', bg: 'accent', intensity: [8, 14] },
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// The mirror: dark-mode elevation, edge highlights, lightening states.
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'accent-highlight': { type: 'glow', bg: 'accent', intensity: 4 },
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});
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```
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Resolving this sample logs two warnings. In dark high contrast the `auto`
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surface sits at tone 3, so `card-shadow` and `surface-hover` can't darken it by
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their full step: they pin to black and warn, even when you don't emit
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high-contrast tokens. See [Unreachable steps](#unreachable-steps).
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Every field is listed in
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[Color definitions](./reference/color-definitions.md#shadowcolordef--glowcolordef);
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this page explains how the overlays behave.
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## The same step on every surface
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`intensity` is a step on tone, the WCAG-shaped axis Glaze uses everywhere
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(see [Tone and OKHST](./okhst.mdx)). For neutrals a tone step is a fixed WCAG
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ratio, so 6 tones is about 1.20:1 wherever it lands, and the same number reads
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the same on any surface. APCA cannot express steps this small, so overlays
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are always measured in tone.
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A fixed opacity cannot do this. Below, each surface carries a `shadow` with
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`intensity: 6` (top patch) and a black layer at a fixed 8% (bottom patch); the
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big number is the tone step each one actually paints.
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<StepCompare
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kind="shadow"
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tones={[100, 70, 50, 25, 12]}
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accentTone={50}
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intensity={6}
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fixedAlpha={0.08}
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caption="Neutral surfaces at the listed tones, plus a hue-280 accent at tone 50. Top: shadow, intensity 6. Bottom: black at a fixed 8%. Big numbers are the measured tone step of the composite against its surface."
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/>
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The solved shadow lands 6.0 tones everywhere, at an opacity that climbs as the
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surface darkens. The fixed layer darkens white by almost 6 tones and a tone-12
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surface by little more than one. Glows mirror this:
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<StepCompare
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kind="glow"
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tones={[70, 50, 25, 12, 0]}
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accentTone={50}
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intensity={6}
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fixedAlpha={0.08}
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caption="Top: glow, intensity 6. Bottom: white at a fixed 8%. The fixed layer lifts every surface by a different amount; the solved glow lifts each one 6 tones."
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/>
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## How the opacity is solved
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Browsers composite `source-over` on gamma-encoded sRGB: 50% black over white
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paints `#808080`, not the `#bcbcbc` that mixing linear light would give. Glaze
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models exactly that. The composite's luminance changes monotonically with
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opacity, so a bisection finds the opacity that lands the step, on chromatic
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surfaces too.
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The required opacity depends heavily on the surface. A 6-tone shadow needs
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α 0.081 on white, 0.107 on a tone-50 surface, and 0.477 on a tone-10 surface.
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There is no opacity cap: when the step is reachable, it is exact. For a
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lighter overlay, lower `intensity`.
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The output is the pigment with its solved alpha. Shadows and glows appear in
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every output method (`tokens()`, `tasty()`, `css()`, `json()`, and the rest)
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alongside regular colors. The default pigment is neutral, so the values stay
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clean:
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```text
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rgb(0 0 0 / 0.0814) shadow, 6 tones on white
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oklch(1 0 0 / 0.0953) glow, 6 tones on a tone-50 surface
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```
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The alpha is only meaningful over the surface it was solved for. Paint the
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token on top of `bg` (as a `box-shadow` color, a state-layer background, or a
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pseudo-element over the surface).
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## Direction is fixed per type
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A `shadow` darkens in light **and** dark schemes; a `glow` lightens in both.
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Neither flips when the scheme does. Pick the type for the effect you want in
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each scheme: for example, `shadow` for light-mode cards and `glow` for
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dark-mode elevation. When one component needs a darkening layer in light mode
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and a lightening one in dark mode, emit both tokens and wire each in the
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scheme it belongs to. Both still resolve in all four schemes, so each one warns
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wherever its surface has no room, including schemes where you don't use it
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([Unreachable steps](#unreachable-steps)).
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`bg` and `fg` are read per scheme, so the solved opacity adapts on its own as
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the surface moves in dark and high contrast. See
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[Light, dark, and high contrast](./schemes.mdx) for how surfaces move between
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schemes.
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## Object influence
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`fg` is the object casting the shadow or emitting the glow, such as the card.
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It scales the step the way bounce light does. With `fg`, the step is
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`intensity × k`:
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```text
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k = max(0, 1 + β · d · (t_bg − t_fg) / 100)
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```
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`t_bg` and `t_fg` are the tones of the surface and the object, `d` is `+1` for
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a `shadow` and `−1` for a `glow`, and `β` is `tuning.objectInfluence` (`0.5`
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by default).
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- An object at the surface's own tone gives exactly `intensity`, and so does
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omitting `fg`.
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- A darker object deepens its shadow; a lighter one softens it.
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- For a glow it is the other way round: a lighter object glows stronger.
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- `k` never drops below 0 and tops out at `1 + β` (a black object casting a
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shadow on a white surface). `objectInfluence: 0` removes `fg`'s effect on
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the step (`k = 1`); `fg` still feeds [`hueBleed`](#tinted-pigment).
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Each card below casts a hard-edged `shadow` (offset, no blur) or emits a solid
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`glow` ring, both with `intensity: 8` and `fg` pointed at the card:
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<ObjectInfluence
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intensity={8}
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scenes={[
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{
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tone: 97,
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label: 'Light surface · tone 97',
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kinds: ['shadow'],
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objects: [
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{ label: 'white card', tone: 100 },
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{ label: 'accent', tone: 45, chromatic: true },
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{ label: 'near-black', tone: 8 },
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],
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},
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{
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tone: 12,
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label: 'Dark surface · tone 12',
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kinds: ['shadow', 'glow'],
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objects: [
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{ label: 'raised card', tone: 20 },
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{ label: 'accent', tone: 55, chromatic: true },
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],
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},
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]}
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caption="Each label gives the object's tone, its factor k, and the step the composite lands (intensity 8, default β)."
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/>
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The same numbers as a table:
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| Surface | Object | `k` (`shadow`) | `shadow` step | `glow` step |
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| --- | --- | --- | --- | --- |
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| light 97 | white card 100 | 0.985 | 7.9 | — |
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| light 97 | accent 45 | 1.26 | 10.1 | — |
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| light 97 | near-black 8 | 1.445 | 11.6 | — |
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| dark 12 | raised card 20 | 0.96 | 7.7 | 8.3 |
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| dark 12 | accent 55 | 0.785 | 6.3 | 9.7 |
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Point `fg` at the element that casts the shadow, never at text: `fg` is the
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object, not a contrast reference. Like `bg`, it must not be another shadow or
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glow.
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## State layers
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Without `fg`, a shadow or glow is an exact shade or tint of its surface: the
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right tool for hover and pressed states, which need the same visible change on
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every fill.
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<Example {...stateTheme} visual="none" />
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<StateLayers
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{...stateTheme}
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rows={[
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{
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fill: 'surface',
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label: 'Neutral fill',
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layers: [
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{ name: 'surface-hover', label: 'Hover' },
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{ name: 'surface-pressed', label: 'Pressed' },
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],
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},
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{
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fill: 'accent-surface',
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label: 'Accent fill',
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layers: [
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{ name: 'accent-surface-hover', label: 'Hover' },
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{ name: 'accent-surface-pressed', label: 'Pressed' },
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{ name: 'accent-surface-highlight', label: 'Highlight' },
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],
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},
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{
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fill: 'inverse-surface',
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label: 'Dark fill',
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layers: [
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{ name: 'inverse-surface-hover', label: 'Hover' },
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{ name: 'inverse-surface-pressed', label: 'Pressed' },
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],
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},
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]}
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caption="Rest, hover, and pressed on three fills in your current scheme. Each number is the measured step of the layer over its fill."
|
|
279
|
+
/>
|
|
280
|
+
|
|
281
|
+
The accent fill uses `mode: 'fixed'`, so it stays a mid tone in every scheme
|
|
282
|
+
and its layers land the same steps everywhere. The dark fill uses glows, so
|
|
283
|
+
its states lighten it. The neutral `surface` follows the scheme: in dark high
|
|
284
|
+
contrast it becomes black, and a shadow has nothing left to darken, so
|
|
285
|
+
`surface-hover` and `surface-pressed` stay fully transparent and warn (the
|
|
286
|
+
figure shows what they reached; see [Unreachable steps](#unreachable-steps)).
|
|
287
|
+
A glow on this surface fails the other way: it warns in the light schemes,
|
|
288
|
+
where the surface is white. No overlay fits a surface that spans the whole
|
|
289
|
+
tone range. For a state that darkens in light schemes and lightens in dark
|
|
290
|
+
ones, use a regular color relative to the surface, such as
|
|
291
|
+
`{ base: 'surface', tone: '-4' }`, which flips with the scheme.
|
|
292
|
+
|
|
293
|
+
## Card drop shadows
|
|
294
|
+
|
|
295
|
+
For elevation in light schemes, define one shadow ladder with `bg` on the page
|
|
296
|
+
and `fg` on the card. Equal intensity steps read as evenly spaced on every
|
|
297
|
+
surface. Use [high-contrast pairs](#high-contrast) for shadows that should
|
|
298
|
+
deepen in high contrast.
|
|
299
|
+
|
|
300
|
+
<Example {...cardTheme} visual="none" />
|
|
301
|
+
|
|
302
|
+
<CardShadows
|
|
303
|
+
{...cardTheme}
|
|
304
|
+
page="surface"
|
|
305
|
+
card="card"
|
|
306
|
+
cards={[
|
|
307
|
+
{ shadow: 'shadow-sm', geometry: '0 0.0625rem 0.25rem 0' },
|
|
308
|
+
{ shadow: 'shadow-md', geometry: '0 0.375rem 1rem -0.125rem' },
|
|
309
|
+
{ shadow: 'shadow-lg', geometry: '0 1rem 2.5rem -0.5rem' },
|
|
310
|
+
]}
|
|
311
|
+
caption="Each card's box-shadow is colored by its token in your current scheme. The step is what the shadow lands where it is fully opaque."
|
|
312
|
+
/>
|
|
313
|
+
|
|
314
|
+
A blurred `box-shadow` fades out from the token's color, so the step is the
|
|
315
|
+
darkest the shadow gets, right at the card's edge. In dark schemes the page
|
|
316
|
+
sits near black and a dark card shadow has little room: the solved opacity
|
|
317
|
+
climbs, and in dark high contrast the page is black, so all three shadows
|
|
318
|
+
stay fully transparent and warn. For elevation in dark schemes, use glows on a
|
|
319
|
+
surface with room in every scheme, as in the next section.
|
|
320
|
+
|
|
321
|
+
## Dark-mode elevation
|
|
322
|
+
|
|
323
|
+
Glows are the mirror for dark-mode elevation and edge highlights: each level
|
|
324
|
+
lifts the surface a fixed number of tones. A glow resolves in all four
|
|
325
|
+
schemes, so it needs room above its surface in each of them. This ladder
|
|
326
|
+
sits on a light-gray surface, so the same tokens also lift cards toward white
|
|
327
|
+
in the light scheme.
|
|
328
|
+
|
|
329
|
+
<Example {...elevationTheme} visual="none" />
|
|
330
|
+
|
|
331
|
+
<ElevationLadder
|
|
332
|
+
{...elevationTheme}
|
|
333
|
+
surface="surface"
|
|
334
|
+
levels={['elevation-1', 'elevation-2', 'elevation-3']}
|
|
335
|
+
schemes={['dark', 'light']}
|
|
336
|
+
caption="The same three glows in the dark and light schemes. On the dark surface a few percent of white lifts it 3, 5, and 7 tones; on the light surface the same steps take far more opacity."
|
|
337
|
+
/>
|
|
338
|
+
|
|
339
|
+
A glow on a white light-mode surface has nothing to lighten in SDR, so Glaze
|
|
340
|
+
warns, even if you only use the token in dark mode. On a tone-100 surface it
|
|
341
|
+
leaves the glow transparent. A white written as `'#ffffff'` parses a hair
|
|
342
|
+
below tone 100, so its glow pins to opaque white instead, which paints the
|
|
343
|
+
same over it. Give glows a surface with room in every scheme, like the
|
|
344
|
+
tone-92 surface here.
|
|
345
|
+
|
|
346
|
+
## Tinted pigment
|
|
347
|
+
|
|
348
|
+
The pigment is pure black or pure white by default, so the surface keeps its
|
|
349
|
+
own hue under the overlay and the output stays neutral. A pigment tinted in
|
|
350
|
+
the surface's hue ([Josh Comeau's shadow advice](https://www.joshwcomeau.com/css/designing-shadows))
|
|
351
|
+
is opt-in through tuning:
|
|
352
|
+
|
|
353
|
+
- **`reach`** sets where the pigment sits: the fraction of the way from the
|
|
354
|
+
surface's tone to black (shadow) or white (glow). `1` is pure black or
|
|
355
|
+
white, the most reach; lower values let a tint show at the cost of reach.
|
|
356
|
+
- **`tint`** is the pigment's saturation, in the surface's hue. It shows only
|
|
357
|
+
with `reach` below 1, since pure black and white have no hue. A neutral
|
|
358
|
+
surface has no hue to give, so there the tint takes the object's hue when
|
|
359
|
+
`hueBleed` is above 0, and the pigment stays neutral otherwise.
|
|
360
|
+
- **`hueBleed`** pulls the pigment's hue from the surface's hue toward the
|
|
361
|
+
object's (`fg`). It needs `fg`, a `tint`, and `reach` below 1 to show.
|
|
362
|
+
- **`objectInfluence`** is the `β` in [object influence](#object-influence).
|
|
363
|
+
|
|
364
|
+
```ts
|
|
365
|
+
theme.colors({
|
|
366
|
+
'shadow-tinted': {
|
|
367
|
+
type: 'shadow',
|
|
368
|
+
bg: 'surface',
|
|
369
|
+
intensity: 8,
|
|
370
|
+
tuning: { tint: 0.3, reach: 0.85 },
|
|
371
|
+
},
|
|
372
|
+
});
|
|
373
|
+
|
|
374
|
+
glaze.configure({
|
|
375
|
+
shadowTuning: { objectInfluence: 0.4 },
|
|
376
|
+
glowTuning: { objectInfluence: 0.6 },
|
|
377
|
+
});
|
|
378
|
+
```
|
|
379
|
+
|
|
380
|
+
`shadowTuning` and `glowTuning` set the tuning globally (or per theme or token
|
|
381
|
+
through the config override); a per-color `tuning` merges over them field by
|
|
382
|
+
field. Both take these `LightingTuning` fields; defaults are in
|
|
383
|
+
[Color definitions](./reference/color-definitions.md#lightingtuning) and
|
|
384
|
+
[Configuration](./reference/configuration.md#glazeconfig).
|
|
385
|
+
|
|
386
|
+
<TintedPigment
|
|
387
|
+
hue={60}
|
|
388
|
+
saturation={70}
|
|
389
|
+
surfaceSaturation={0.3}
|
|
390
|
+
tones={[97, 50, 12]}
|
|
391
|
+
intensity={8}
|
|
392
|
+
object={{ hue: 200, tone: 50 }}
|
|
393
|
+
columns={[
|
|
394
|
+
{ label: 'neutral (default)', tuning: {} },
|
|
395
|
+
{ label: 'tint 0.3 · reach 0.85', tuning: { tint: 0.3, reach: 0.85 } },
|
|
396
|
+
{
|
|
397
|
+
label: '+ hueBleed 0.6',
|
|
398
|
+
tuning: { tint: 0.3, reach: 0.85, hueBleed: 0.6, objectInfluence: 0 },
|
|
399
|
+
withObject: true,
|
|
400
|
+
},
|
|
401
|
+
]}
|
|
402
|
+
caption="An 8-tone shadow on warm surfaces. The dot is the pigment at full opacity. The hueBleed column points fg at a hue-200 object and sets objectInfluence to 0, so only the hue changes."
|
|
403
|
+
/>
|
|
404
|
+
|
|
405
|
+
The step is exact in every column. On light and mid surfaces a tint barely
|
|
406
|
+
changes the composite; on dark surfaces it costs reach and opacity. On the
|
|
407
|
+
figure's tone-12 surface, black reaches about 12 tones and needs α 0.545 for
|
|
408
|
+
the 8-tone shadow; the `tint: 0.3, reach: 0.85` pigment reaches about 10 tones
|
|
409
|
+
and needs α 0.706.
|
|
410
|
+
|
|
411
|
+
## Unreachable steps
|
|
412
|
+
|
|
413
|
+
Every surface has limited room: a shadow cannot go below black, and a glow
|
|
414
|
+
cannot go above white. When the step is out of reach (a glow on white, a deep
|
|
415
|
+
shadow on near-black), Glaze pins the overlay to the pigment's strongest
|
|
416
|
+
composite (full opacity, or fully transparent when the pigment cannot move the
|
|
417
|
+
surface at all) and emits a deduplicated `console.warn`. A 6-tone glow on a
|
|
418
|
+
tone-100 `auto` surface logs:
|
|
419
|
+
|
|
420
|
+
```text
|
|
421
|
+
glaze: glow "surface-highlight" cannot reach a 6.0-tone step in light
|
|
422
|
+
scheme (reached 0.0 at full strength).
|
|
423
|
+
Lower the intensity, move the surface away from white, or raise a
|
|
424
|
+
tuned-down `reach`.
|
|
425
|
+
```
|
|
426
|
+
|
|
427
|
+
<Unreachable
|
|
428
|
+
cases={[
|
|
429
|
+
{ kind: 'glow', tone: 100, intensity: 6 },
|
|
430
|
+
{ kind: 'glow', tone: 97, intensity: 8 },
|
|
431
|
+
{ kind: 'shadow', tone: 8, intensity: 12 },
|
|
432
|
+
]}
|
|
433
|
+
caption="The big number is the step reached; asked is the step requested. A glow on white stays transparent; the other two pin to full-opacity white and black."
|
|
434
|
+
/>
|
|
435
|
+
|
|
436
|
+
Every shadow and glow resolves in all four schemes on every resolve, whatever
|
|
437
|
+
`modes` you emit and wherever you use the token, so the warning fires even for
|
|
438
|
+
a scheme you never show. Not using a token in a scheme only keeps the pinned
|
|
439
|
+
value off the screen.
|
|
440
|
+
|
|
441
|
+
To fix it, lower `intensity`, or give the overlay a surface with room in
|
|
442
|
+
every scheme. A tuned-down `reach` also costs room; raise it back toward 1.
|
|
443
|
+
Otherwise, expect the warning. Watch dark high contrast in particular: it
|
|
444
|
+
bypasses the tone window, so a page that is white in light mode becomes black
|
|
445
|
+
there and every shadow on it pins and warns. A tone-97 page sits at tone 3,
|
|
446
|
+
which leaves room for less than 3 tones.
|
|
447
|
+
|
|
448
|
+
On a display that can show brighter than white, a glow can also go past white:
|
|
449
|
+
see [HDR glows](./hdr.mdx).
|
|
450
|
+
|
|
451
|
+
## High contrast
|
|
452
|
+
|
|
453
|
+
`intensity` accepts a `[normal, highContrast]` pair, like other numeric
|
|
454
|
+
fields:
|
|
455
|
+
|
|
456
|
+
```ts
|
|
457
|
+
theme.colors({
|
|
458
|
+
'card-shadow': {
|
|
459
|
+
type: 'shadow',
|
|
460
|
+
bg: 'surface',
|
|
461
|
+
fg: 'card',
|
|
462
|
+
intensity: [8, 14],
|
|
463
|
+
},
|
|
464
|
+
});
|
|
465
|
+
```
|
|
466
|
+
|
|
467
|
+
With a manual contrast level, the pair is interpolated like every other pair.
|
|
468
|
+
See [high-contrast pairs and the contrast level](./reference/contrast.md#manual-contrast-level).
|
|
469
|
+
|
|
470
|
+
## Fixed opacity
|
|
471
|
+
|
|
472
|
+
For one fixed-alpha color with no opacity solve, such as a modal scrim, set
|
|
473
|
+
`opacity` on a regular color:
|
|
474
|
+
|
|
475
|
+
```ts
|
|
476
|
+
theme.colors({
|
|
477
|
+
scrim: { tone: 0, saturation: 0, mode: 'static', opacity: 0.5 },
|
|
478
|
+
});
|
|
479
|
+
// scrim → 'oklch(0 0 0 / 0.5)' in every scheme
|
|
480
|
+
```
|
|
481
|
+
|
|
482
|
+
`opacity` is applied after the color resolves, so its tone still adapts like
|
|
483
|
+
any regular color. Without `mode: 'static'`, `tone: 0` is lifted by the light
|
|
484
|
+
tone window and inverted into a light overlay in dark mode. A fixed alpha
|
|
485
|
+
gives a different step on every surface (an 8% black layer darkens white by
|
|
486
|
+
about 6 tones and a tone-10 surface by about 1), which is what shadows and
|
|
487
|
+
glows exist to avoid. For a translucent color with a contrast floor, use a
|
|
488
|
+
[transparent mix](./mixes.mdx#transparent-mix).
|
|
489
|
+
|
|
490
|
+
## Outside a theme
|
|
491
|
+
|
|
492
|
+
`glaze.shadow()` and `glaze.glow()` compute an overlay without a theme. `bg`
|
|
493
|
+
and `fg` accept any color value Glaze parses (hex, `rgb()`, `okhsl()`, value
|
|
494
|
+
objects, …):
|
|
495
|
+
|
|
496
|
+
```ts
|
|
497
|
+
const shade = glaze.shadow({ bg: '#ffffff', intensity: 6 });
|
|
498
|
+
// → { h: 0, s: 0, t: 0, alpha: 0.0814… }
|
|
499
|
+
|
|
500
|
+
glaze.format(shade, 'rgb');
|
|
501
|
+
// → 'rgb(0 0 0 / 0.0814)'
|
|
502
|
+
|
|
503
|
+
const lift = glaze.glow({ bg: '#1e1e22', fg: '#3a3a44', intensity: 4 });
|
|
504
|
+
```
|
|
505
|
+
|
|
506
|
+
Both accept an optional `tuning` that merges over the global `shadowTuning` /
|
|
507
|
+
`glowTuning`.
|
|
508
|
+
|
|
509
|
+
The full input table is in
|
|
510
|
+
[Utilities](./reference/utilities.md#glazeshadowinput--glazeglowinput).
|
|
511
|
+
|
|
512
|
+
## Coming from 2.x
|
|
513
|
+
|
|
514
|
+
In Glaze 2, `intensity` went through a curve in OKHSL lightness, so the same
|
|
515
|
+
number darkened white, mid, and dark surfaces by very different amounts, and
|
|
516
|
+
`fg` was a contrast reference that gave a white card on a light page almost no
|
|
517
|
+
shadow. 3.0 makes `intensity` an exact tone step, makes `fg` the object, and
|
|
518
|
+
adds `glow`. Upgrade steps are in
|
|
519
|
+
[3.0 — shadows and glows](./migration.md#30--shadows-and-glows).
|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "@tenphi/glaze",
|
|
3
|
-
"version": "
|
|
3
|
+
"version": "3.0.0",
|
|
4
4
|
"description": "OKHST-based color theme generator with WCAG contrast solving for light, dark, and high-contrast schemes",
|
|
5
5
|
"type": "module",
|
|
6
6
|
"main": "./dist/index.cjs",
|
|
@@ -53,23 +53,28 @@
|
|
|
53
53
|
"@changesets/changelog-github": "^0.5.2",
|
|
54
54
|
"@changesets/cli": "^2.29.8",
|
|
55
55
|
"@eslint/js": "^10.0.1",
|
|
56
|
+
"@tenphi/cookbook": "^0.32.0",
|
|
57
|
+
"@tenphi/tasty": "^3.17.0",
|
|
58
|
+
"astro": "^7.3.3",
|
|
56
59
|
"eslint": "^10.0.0",
|
|
57
60
|
"eslint-config-prettier": "^10.1.8",
|
|
58
61
|
"prettier": "^3.8.1",
|
|
62
|
+
"react": "^19.2.8",
|
|
63
|
+
"react-dom": "^19.2.8",
|
|
59
64
|
"tsdown": "^0.20.3",
|
|
60
65
|
"typescript": "^5.9.3",
|
|
61
66
|
"typescript-eslint": "^8.56.0",
|
|
62
|
-
"vite": "^8.0.16",
|
|
63
67
|
"vitest": "^4.0.18"
|
|
64
68
|
},
|
|
65
69
|
"scripts": {
|
|
66
70
|
"build": "tsdown",
|
|
67
|
-
"
|
|
68
|
-
"
|
|
71
|
+
"docs": "astro dev",
|
|
72
|
+
"docs:doctor": "cookbook doctor",
|
|
73
|
+
"build:docs": "astro build",
|
|
69
74
|
"test": "vitest run",
|
|
70
75
|
"test:watch": "vitest",
|
|
71
76
|
"test:coverage": "vitest run --coverage",
|
|
72
|
-
"typecheck": "tsc --noEmit",
|
|
77
|
+
"typecheck": "tsc --noEmit && tsc -p tsconfig.test.json",
|
|
73
78
|
"lint": "eslint src",
|
|
74
79
|
"lint:fix": "eslint src --fix",
|
|
75
80
|
"format": "prettier --write \"src/**/*.ts\"",
|