@vitreajs/vitrea 0.7.0 → 0.9.0

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package/dist/index.d.ts CHANGED
@@ -89,9 +89,13 @@ interface ShapeChannels {
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  * continuous numeric corner profile clamped by a budget derived from size
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  * and radii).
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  * - **`"apple-continuous"`** — the Apple-direct fit. Apple's curve has no
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- * smoothing parameter, so `smoothing` is pinned at the seed and Apple's own
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- * budget policy applies (clamp the RADIUS, not the smoothing). This is what
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- * `profile: "continuous"` resolves to, per Decision Log #20.
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+ * smoothing parameter, so `smoothing` is pinned at the seed. This is what
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+ * `profile: "continuous"` resolves to, per Decision Log #20. Apple's budget
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+ * policy was read here as "clamp the RADIUS, not the smoothing" until W20 G0
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+ * measured it natively and refuted it (claims §5.84): Apple keeps the radius
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+ * and compresses the shoulder, which IS the reference family's policy, so
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+ * above `APPLE_SATURATION_RADIUS_RATIO` the two references share one
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+ * construction and differ only in the coefficient table they are fit with.
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  *
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  * `profile: "circular"` is smoothing 0, which is the same exact circular corner
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  * under either reference and is therefore the member they share.
@@ -521,6 +525,32 @@ interface GlassGroupState {
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  * have to be able to read which material drew rather than which was asked for.
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  */
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  readonly cssTint?: "linear" | "encoded";
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+ /**
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+ * Which element the CSS tier hung this group's OUTER SHADOW on (W18 G1;
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+ * charter Decision Log 2 (1)).
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+ *
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+ * The tier drew the shadow as a `box-shadow` on the host until W18, and the
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+ * host's three filter layers are that host's children — so every surface blurred
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+ * its own shadow into its own body and a later host blurred its earlier
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+ * neighbours' shadows in too, worth +0.0032 to +0.0096 of this tier's interior
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+ * level where the renderer moved by 0.00000 (claims §5.77 §3). The shadow now
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+ * leaves the sampled backdrop by one of two carriers, and which one a group got
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+ * is a property of the page rather than of the material, so it is reported here
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+ * for the same reason `cssBody` and `cssTint` are: a capture cell, a readout and
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+ * a test must read what actually drew.
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+ *
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+ * `layer` is the per-surface carrier: the shadow joins L3's `box-shadow` list,
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+ * which paints after L1 and L2, so a surface never samples its own shadow.
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+ * `group` is the per-group one: every member's shadow is painted after every
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+ * member's filter layers by one child per member inside the group's last-painted
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+ * host, clipped out of every member's body. `host` is the fallback the page
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+ * forces — a host whose own `overflow` clips its children would clip a shadow on
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+ * L3 away entirely, so there the shadow stays where it was and the sampling with
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+ * it. A group whose members did not all land on the same carrier reports the
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+ * weakest of them, because the field is a statement about the group's whole
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+ * interior. Absent on a WebGPU-tier group and before the first frame resolves one.
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+ */
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+ readonly cssShadow?: "layer" | "group" | "host";
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  }
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  declare function isHealthy(state: GlassGroupState): boolean;
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package/dist/index.js CHANGED
@@ -1,4 +1,4 @@
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- import { MOTION_DRIVER_BY_CHANNEL, INTERACTION_STATES, SHAPE_FAMILIES } from './chunk-ST6GFEQT.js';
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+ import { MOTION_DRIVER_BY_CHANNEL, INTERACTION_STATES, SHAPE_FAMILIES } from './chunk-WM2DV3ZD.js';
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  // src/accessibility.ts
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  var ACCESSIBILITY_FLAGS = [
@@ -1092,7 +1092,7 @@ function isHealthy(state) {
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  // src/renderer-seam.ts
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  async function loadWebGPURendererModule() {
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- return import('./dist-PY6GF4HA.js');
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+ return import('./dist-3OXBJGMC.js');
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  }
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  async function loadWebGPURenderer() {
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  const { createWebGPURenderer } = await loadWebGPURendererModule();