@vosjs/studio-core 0.13.0 → 0.13.1
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/dist/index.js +9 -6
- package/dist/index.js.map +1 -1
- package/package.json +3 -3
package/dist/index.js
CHANGED
|
@@ -4472,13 +4472,16 @@ var ON_FRAME = `(ctx, content, dt) => {
|
|
|
4472
4472
|
// corners, drawn by the clip alone, hid theirs inside the arc.
|
|
4473
4473
|
var shD = ceZs * (cardW + cardH) + 2 * (W + H)
|
|
4474
4474
|
var shX = cardX - shD / ceZs
|
|
4475
|
-
// The card shadow is LAYERED:
|
|
4476
|
-
// while each stays at a low alpha (shadow is the strength they share)
|
|
4477
|
-
//
|
|
4478
|
-
//
|
|
4479
|
-
// a
|
|
4475
|
+
// The card shadow is LAYERED: four shadows whose blur and offset grow
|
|
4476
|
+
// while each stays at a low alpha (shadow is the strength they share):
|
|
4477
|
+
// a hairline that defines the edge, two that ground it, and a WIDE,
|
|
4478
|
+
// faint ambient bloom (120 design px of blur, dropped well below the
|
|
4479
|
+
// card) that is what lets a large card read as lifted off a light
|
|
4480
|
+
// ground instead of outlined on it. One wide layer at the full strength
|
|
4481
|
+
// was the old paint, and at the default 0.4 it read as a dark pool
|
|
4482
|
+
// under the card; three tight layers read as a rim.
|
|
4480
4483
|
if (shadow > 0) {
|
|
4481
|
-
var shL = [[
|
|
4484
|
+
var shL = [[2, 1, 0.1], [12, 4, 0.1], [40, 16, 0.14], [120, 44, 0.3]]
|
|
4482
4485
|
for (var shI = 0; shI < shL.length; shI++) {
|
|
4483
4486
|
c.save()
|
|
4484
4487
|
c.shadowColor = 'rgba(' + shRgb + ',' + +(shadow * shL[shI][2]).toFixed(3) + ')'
|