dsh-deepseek-style-theme 2.0.84 → 2.0.86

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.
@@ -23,16 +23,36 @@ dispersion / specular-parallax subsystem of **dsh-theme-mineradio v2.3.8**:
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  Only naming and external dependencies were adapted: plugin-scoped identifiers
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  were renamed to this plugin's `dshome-` prefix, and the upstream settings/theme
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  store and React layer were replaced by function parameters. **The GLSL shader
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- sources are copies of upstream, with one recorded deviation (v2.0.74): the
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- `precision mediump float;` qualifier in FLOW_SHADER and DISPLAY_SHADER was
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- changed to `precision highp float;`.** The reason is a rendering defect, not a
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- feature: under ANGLE/D3D11 on Intel integrated GPUs `mediump` is a real 16-bit
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- float (`min16float`), and the display shader's noise --
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- `fract(sin(dot(st, vec2(12.9898,78.233))) * 43758.5453123)` -- needs roughly 24
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- bits of mantissa, so at 16 bits the hash collapses into constant plateaus and the
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- noise lattice shows up as large drifting squares. WebGL2 guarantees highp in
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- fragment shaders, and on GPUs that promoted mediump to 32 bits the change is a
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- no-op. Every other line of every shader is unchanged.
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+ sources are copies of upstream, with two recorded deviations:**
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+
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+ 1. **(v2.0.74)** the `precision mediump float;` qualifier in FLOW_SHADER and
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+ DISPLAY_SHADER was changed to `precision highp float;`. The reason is a
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+ rendering defect, not a feature: under ANGLE/D3D11 on Intel integrated GPUs
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+ `mediump` is a real 16-bit float (`min16float`), and the display shader's noise
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+ needs roughly 24 bits of mantissa, so at 16 bits the hash collapses into
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+ constant plateaus and the noise lattice shows up as large drifting squares.
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+ WebGL2 guarantees highp in fragment shaders, and on GPUs that promoted mediump
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+ to 32 bits the change is a no-op.
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+ 2. **(v2.0.86)** DISPLAY_SHADER's `random(vec2 st)` -- upstream's classic
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+ `fract(sin(dot(st, vec2(12.9898,78.233))) * 43758.5453123)` -- was replaced by
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+ Dave Hoskins' sin-free hash (`fract(vec3(p.xyx) * 0.1031)` plus one dot and one
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+ multiply). The reason is the same class of defect, one layer down and this time
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+ precision-independent: this shader scales the noise coordinate to ~1e5
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+ (`uv *= ns * u_resolution`, doubled again for `n2`), and at that magnitude the
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+ error left by `sin()`'s argument reduction in float32 is multiplied by 43758
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+ into ~100 units, so neighbouring cells receive nearly the same value and the
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+ warp field degenerates into flat plateaus with hard edges (measured on an Intel
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+ Arc 130V: 39.6% flat 8x8 blocks, an 800x1000px plateau, 60-90/255 jumps along
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+ its boundary -- the user's 大方块). The sin-free hash keeps every intermediate
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+ small, so it behaves identically on every GPU, and it preserves upstream's
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+ per-cell white noise rather than shrinking the domain warp (which would cure the
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+ symptom by removing the effect). `noise()`'s interpolation and every other line
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+ of every shader are unchanged.
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+
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+ The two deviations are related on purpose: deviation 1 fixed a 16-bit intermediate
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+ precision collapse, deviation 2 the 32-bit argument-magnitude collapse that
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+ survived it. Both were diagnosed from the same symptom on the same machine class,
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+ and both were verified there rather than assumed.
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  Upstream notes that its fluid shader is itself a faithful port of the
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  `ds-join-shader-bg` shader in the deepseek.com site bundle, with the shader
package/lib/client.js CHANGED
@@ -238,7 +238,27 @@ out vec4 fragColor;
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  #define PI 3.14159265358979323846
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  vec2 rotate(vec2 uv, float th) { return mat2(cos(th), sin(th), -sin(th), cos(th)) * uv; }
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- float random(vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123); }
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+ /* Upstream's hash is the classic fract(sin(dot(st, vec2(12.9898, 78.233))) * 43758.5453123)
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+ -- no backticks in this comment: it lives inside a template literal, and a pair of
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+ them ends the literal (tools/parse-smoke.mjs exists because that has happened three
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+ times). Its argument is NOT small in this shader: uv is scaled by ns * u_resolution
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+ (about 2900 at the user's viewport) and doubled again for n2, so dot() reaches ~2e5.
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+ At that magnitude float32 leaves ~2.5e-3 of error inside sin(), the 43758x multiplier
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+ turns it into ~100 units, and the hash stops behaving like a hash: neighbouring cells
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+ receive almost the same value, so the warp field degenerates into flat plateaus with
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+ hard edges -- the 大方块 of the 2026-09-16 fluid report, measured on an Intel Arc 130V
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+ as 39.6% flat 8x8 blocks, an 800x1000px plateau, and 60-90/255 jumps along its
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+ boundary (the two earlier fixes, mediump -> highp and RGBA8 -> RGBA16F, were both
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+ verified active on that machine and the blocks survived, which is what pointed here).
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+ This is Dave Hoskins' sin-free hash: every intermediate stays small, so it behaves the
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+ same on every GPU and keeps upstream's per-cell white noise instead of deleting the
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+ domain warp (the ablation's noDistort variant cures the symptom by removing the
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+ effect). Recorded as deviation #2 in THIRD-PARTY-NOTICES.md. */
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+ float random(vec2 st) {
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+ vec3 p3 = fract(vec3(st.xyx) * 0.1031);
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+ p3 += dot(p3, p3.yzx + 33.33);
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+ return fract((p3.x + p3.y) * p3.z);
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+ }
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  float noise(vec2 st) {
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  vec2 i = floor(st); vec2 f = fract(st);
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  float a = random(i), b = random(i + vec2(1,0)), c = random(i + vec2(0,1)), d = random(i + vec2(1,1));
@@ -758,7 +778,16 @@ void main() {
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  // a separate constant so the frosted recipe keeps receiving 60.
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  var LIQUID_REF_SCALE = 104;
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  var EDGE_DX = -14;
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- var TINT_OPACITY = 0.45;
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+ // The lens tint. It is mixed into `|backdrop - backdrop shifted by EDGE_DX|`,
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+ // which is meant to be non-zero only along a hard edge -- but over a GRADIENT
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+ // backdrop (the `bold` background recipe is exactly that) the difference is
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+ // non-zero across the WHOLE pane, so the tint stopped being an edge fringe and
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+ // became a wash: the first user to see it (2.0.84 restored the mount after ATTR
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+ // had been missing since 1.43.6) reported "我的玻璃怎么变成凝胶了" with a
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+ // screenshot of a solid pink composer. 0.45 -> 0.16 keeps the fringing (that
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+ // comes from the per-channel chromatic displacement, not from the tint) while
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+ // the wash drops to a hint.
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+ var TINT_OPACITY = 0.16;
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  var TINT_SAT = 0.85;
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  var TINT_LIGHT = 0.6;
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  var DEFAULT_TINT_HUE = 44;
@@ -2378,12 +2407,37 @@ html[data-dshome-blur="off"] body{
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  // recipe. Both recipes tilt now, and because the liquid sheet used to be
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  // the only place carrying `transition: transform`, the motion carries
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  // its own transition (TILT_TRANSITION) so a recipe cannot lose it.
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+ // * 2.0.85 makes ENGAGEMENT GEOMETRIC and the gates honest. Engagement used
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+ // to need a `pointerover` whose target was inside the card; that is a
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+ // chain of assumptions about product markup (a wrapper with role=button,
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+ // a swapped card node, a portal, an overlay) which a theme cannot verify,
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+ // and failing it looks exactly like a broken effect -- reported as
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+ // "把我的对话框随着鼠标位置而变化的效果补回来". `spotAt()` decides from the
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+ // card's own rectangle on every pointermove, so a missed event costs one
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+ // frame instead of the whole effect; `controlAt()` remains the single hit
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+ // test, and only to answer "is a control under the pointer". The two
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+ // SILENT gates are reported now: `__dshomeTilt()` includes `reducedMotion`
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+ // (an OS setting that disables the effect and looks like a bug) and
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+ // `spots` (0 means the composer no longer matches TILT_SELECTOR), and the
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+ // reduced-motion case logs one info line instead of vanishing.
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  const TILT_SELECTOR = '[data-composer-card],.uV2eYG_card';
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- const TILT_MAX = 0.0175;
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+ // 0.0175 rad was upstream's conservative lean, and after 2.0.85 finally made
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+ // the effect reachable the verdict was "倾斜效果很微弱" -- fair, at ~4 degrees
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+ // end to end over a pane this wide it reads as a wobble, not as depth. Raised
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+ // ~1.7x, with TILT_RELEASE_PAD keeping the stronger movement from feeding a loop.
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+ const TILT_MAX = 0.03;
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  const TILT_PERSPECTIVE = 800;
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- const TILT_SCALE = 1.01;
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+ const TILT_SCALE = 1.015;
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  const TILT_SETTLE_MS = 240;
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  const TILT_COOLDOWN_MS = 200;
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+ /**
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+ * How far outside the card's own rectangle the pointer must travel before the
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+ * lean is released. Engagement is geometric (see spotAt), so without a pad the
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+ * lean's own movement could carry the card's edge past a stationary pointer:
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+ * out -> release -> back in -> engage, at frame rate. 8px is comfortably more
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+ * than the lift moves an edge (1.5% of a ~112px pane is under 2px).
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+ */
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+ const TILT_RELEASE_PAD = 8;
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  /** The lean's own easing. Mirrors the liquid sheet's values, and is removed
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  * together with the inline transform so nothing keeps animating afterwards. */
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  const TILT_TRANSITION = 'transform .24s cubic-bezier(.2,.8,.2,1),background-color .18s ease,box-shadow .18s ease';
@@ -2407,13 +2461,28 @@ html[data-dshome-blur="off"] body{
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  const tilted = new WeakSet();
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  const settle = new Map();
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  const reduced = typeof window.matchMedia === 'function' && window.matchMedia('(prefers-reduced-motion: reduce)').matches;
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- if (reduced) return () => {};
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- // Readable from the page: the effect is guarded twice, so "it is missing"
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- // is otherwise a guess about which guard ate it. `__dshomeTilt()` answers
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- // that in one call (and reports the recipe it is running under).
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+ // Readable from the page: the effect is guarded several times over, so "it
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+ // is missing" is otherwise a guess about which guard ate it.
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+ // `__dshomeTilt()` answers that in one call -- including the two SILENT
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+ // gates, which is why `reduced` and `spots` are in here at all: an OS-level
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+ // "reduce motion" or a composer whose markup no longer matches
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+ // TILT_SELECTOR both look exactly like a broken effect.
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  try {
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- window.__dshomeTilt = () => ({ recipe: dsttGetGlass(), leaning: current !== null, frozen, engagements, sinceRelease: releasedAt === -Infinity ? null : Math.round(performance.now() - releasedAt) });
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+ window.__dshomeTilt = () => ({
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+ recipe: dsttGetGlass(),
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+ reducedMotion: reduced,
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+ spots: document.querySelectorAll(TILT_SELECTOR).length,
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+ leaning: current !== null,
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+ frozen,
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+ engagements,
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+ sinceRelease: releasedAt === -Infinity ? null : Math.round(performance.now() - releasedAt)
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+ });
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  } catch (error) {}
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+ if (reduced) {
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+ // Never silent: this is the one gate a user cannot see in any setting.
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+ console.info('[dsh-deepseek-style-theme] composer tilt disabled: the system asks for reduced motion (prefers-reduced-motion: reduce)');
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+ return () => {};
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+ }
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  const release = (spot) => {
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  const pending = settle.get(spot);
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  if (pending !== undefined) {
@@ -2452,21 +2521,48 @@ html[data-dshome-blur="off"] body{
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  tilted.add(spot);
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  });
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  };
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+ /**
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+ * Which tilt spot contains a point, by RECTANGLE -- deliberately not by
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+ * walking `event.target` up to a selector. Engagement used to depend on a
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+ * `pointerover` whose target was inside the card, and that is a chain of
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+ * assumptions about the product's markup (a wrapper with role=button, a
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+ * swapped-in card node, a portal, an overlay) that a theme cannot verify.
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+ * The reported symptom of getting it wrong is indistinguishable from a
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+ * broken effect: the box just never leans. Geometry is the one thing the
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+ * theme can measure for itself.
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+ */
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+ const spotAt = (clientX, clientY) => {
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+ for (const spot of document.querySelectorAll(TILT_SELECTOR)) {
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+ const rect = spot.getBoundingClientRect();
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+ if (rect.width <= 0 || rect.height <= 0) continue;
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+ if (clientX < rect.left || clientX > rect.right || clientY < rect.top || clientY > rect.bottom) continue;
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+ return { spot, rect };
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+ }
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+ return null;
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+ };
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+ /** The topmost element at a point, used only to decide "is this a control". */
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+ const controlAt = (clientX, clientY) => {
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+ let node = null;
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+ try { node = document.elementFromPoint(clientX, clientY); } catch (error) { node = null; }
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+ if (node === null || typeof node.closest !== 'function') return false;
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+ return node.closest(TILT_CONTROLS) !== null;
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+ };
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  const onOver = (event) => {
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+ // Kept for the one thing it does better than a move: it fires the
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+ // moment the pointer arrives, before any movement. Everything it
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+ // decides is re-derived from geometry, so a missed event costs one
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+ // frame, not the effect.
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  const target = event.target;
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  if (target === null || typeof target.closest !== 'function') return;
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  const spot = target.closest(TILT_SELECTOR);
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  if (spot === null) return;
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- // A control is under the pointer: hold the lean exactly where it is.
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- // Releasing here is what used to feed the ~8 Hz hover loop.
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- if (target.closest(TILT_CONTROLS) !== null) {
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+ const rect = spot.getBoundingClientRect();
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+ if (event.clientX < rect.left || event.clientX > rect.right || event.clientY < rect.top || event.clientY > rect.bottom) return;
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+ if (controlAt(event.clientX, event.clientY)) {
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  if (current === spot) frozen = true;
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  return;
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  }
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- // The cooldown gates a fresh engagement only, never an ongoing lean.
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  if (!tilted.has(spot) && performance.now() - releasedAt < TILT_COOLDOWN_MS) return;
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- const rect = spot.getBoundingClientRect();
2469
- if (event.clientX < rect.left || event.clientX > rect.right || event.clientY < rect.top || event.clientY > rect.bottom) return;
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  const pending = settle.get(spot);
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  if (pending !== undefined) {
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  clearTimeout(pending);
@@ -2477,24 +2573,48 @@ html[data-dshome-blur="off"] body{
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  paint(spot, rect, event.clientX, event.clientY);
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  };
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  const onMove = (event) => {
2480
- if (current === null) return;
2481
- const target = event.target;
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- if (target !== null && typeof target.closest === 'function' && target.closest(TILT_CONTROLS) !== null) {
2483
- frozen = true;
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+ const hit = spotAt(event.clientX, event.clientY);
2577
+ if (hit === null) {
2578
+ // Off the card: release the lean, but only past the release pad --
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+ // the lean's own movement must not be able to hand the card back
2580
+ // and forth under a stationary pointer.
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+ if (current !== null) {
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+ const rect = current.getBoundingClientRect();
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+ const outside = event.clientX < rect.left - TILT_RELEASE_PAD || event.clientX > rect.right + TILT_RELEASE_PAD
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+ || event.clientY < rect.top - TILT_RELEASE_PAD || event.clientY > rect.bottom + TILT_RELEASE_PAD;
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+ if (outside) {
2586
+ release(current);
2587
+ current = null;
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+ }
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+ }
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+ return;
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+ }
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+ const { spot, rect } = hit;
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+ if (controlAt(event.clientX, event.clientY)) {
2594
+ // A control is under the pointer: hold the lean exactly where it is
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+ // (releasing here is what used to feed the ~8 Hz hover loop).
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+ if (current === spot) frozen = true;
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  return;
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2598
  }
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+ // The cooldown gates a fresh engagement only, never an ongoing lean.
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+ if (!tilted.has(spot) && current !== spot && performance.now() - releasedAt < TILT_COOLDOWN_MS) return;
2601
+ if (current !== spot) {
2602
+ if (current !== null) release(current);
2603
+ const pending = settle.get(spot);
2604
+ if (pending !== undefined) {
2605
+ clearTimeout(pending);
2606
+ settle.delete(spot);
2607
+ }
2608
+ current = spot;
2609
+ }
2486
2610
  frozen = false;
2487
- paint(current, current.getBoundingClientRect(), event.clientX, event.clientY);
2611
+ paint(spot, rect, event.clientX, event.clientY);
2488
2612
  };
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2613
  const onOut = (event) => {
2490
2614
  if (current === null) return;
2491
- const target = event.target;
2492
- if (target !== null && typeof target.closest === 'function') {
2493
- const spot = target.closest(TILT_SELECTOR);
2494
- if (spot !== null && spot !== current) return;
2495
- }
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2615
  const rect = current.getBoundingClientRect();
2497
- if (event.clientX >= rect.left && event.clientX <= rect.right && event.clientY >= rect.top && event.clientY <= rect.bottom) return;
2616
+ if (event.clientX >= rect.left - TILT_RELEASE_PAD && event.clientX <= rect.right + TILT_RELEASE_PAD
2617
+ && event.clientY >= rect.top - TILT_RELEASE_PAD && event.clientY <= rect.bottom + TILT_RELEASE_PAD) return;
2498
2618
  release(current);
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2619
  current = null;
2500
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  };
@@ -2531,7 +2651,7 @@ html[data-dshome-blur="off"] body{
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  if (!supportsWebgl2()) return startParticles();
2532
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  // Which build is running, readable from the page (see README). One line in
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2653
  // the console answers "is the bundle I just installed actually live?".
2534
- try { window.__dshomeBuild = '2.0.84 bug-report-fixes'; } catch (error) {}
2654
+ try { window.__dshomeBuild = '2.0.86 glass-on noise-fix'; } catch (error) {}
2535
2655
  const canvas = document.createElement('canvas');
2536
2656
  canvas.setAttribute('data-dsh-deepseek-canvas', '');
2537
2657
  const style = canvas.style;
@@ -2573,17 +2693,6 @@ html[data-dshome-blur="off"] body{
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2693
  // `attachFluidInteractions` is therefore NOT wired — it is kept in the
2574
2694
  // file, unmodified, because re-enabling button ripples is one call, but
2575
2695
  // nothing in this theme uses it today.
2576
- const stopSpotter = startSpecularSpotter();
2577
- const stopParallax = startSpecularParallax();
2578
- const dispersion = startGlassDispersion({ hue: FLUID_HUES[dshomeColor()] });
2579
- // Both recipes share one filter pair, so the recipe selects the scale:
2580
- // 104 for liquid (visible edge refraction) and the untouched 60 for
2581
- // frosted, which is what the pane has always used.
2582
- const applyGlass = () => {
2583
- dispersion.setRefraction(dsttGetGlass() === 'liquid' ? LIQUID_REF_SCALE : DEFAULT_REF_SCALE);
2584
- };
2585
- applyGlass();
2586
- const unsubscribeGlass = dsttSubscribe(applyGlass);
2587
2696
  // ── palette reconciliation ────────────────────────────────────────────
2588
2697
  // One reader for BOTH inputs the palette depends on: the colour token on
2589
2698
  // <body> and the dark marker. Reported symptom: "切主题模式背景不变 /
@@ -2608,7 +2717,6 @@ html[data-dshome-blur="off"] body{
2608
2717
  };
2609
2718
  const unsubscribeColor = subscribeColor((color) => {
2610
2719
  syncFluid();
2611
- try { dispersion.setTint(FLUID_HUES[color] ?? FLUID_HUES.green); } catch (error) {}
2612
2720
  });
2613
2721
  const unsubscribeDark = darkSync === null ? null : darkSync.subscribe(syncFluid);
2614
2722
  // The colour driver writes the token as an attribute; watching it as well
@@ -2624,19 +2732,90 @@ html[data-dshome-blur="off"] body{
2624
2732
  return () => {
2625
2733
  unsubscribeColor();
2626
2734
  if (unsubscribeDark !== null) unsubscribeDark();
2735
+ if (tokenMirror !== null) tokenMirror.disconnect();
2736
+ clearInterval(fluidSync);
2737
+ fluid.dispose();
2738
+ canvas.remove();
2739
+ };
2740
+ }
2741
+
2742
+ /**
2743
+ * The cursor-following half of the glass: the specular spotter (which marks
2744
+ * the surfaces the highlight may land on), the parallax that writes
2745
+ * `--dshome-spec-x/y` for the hovered surface, and the SVG edge refraction.
2746
+ *
2747
+ * These used to be mounted INSIDE {@link startAmbient}, which tied them to
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+ * the fluid layer: turning 「动态背景」 off -- which is exactly what the user
2749
+ * did to stop the iGPU squares -- or choosing ③ 自选背景, or landing on an
2750
+ * engine without WebGL2 (the particle fallback returns before them), silently
2751
+ * took the dialog's cursor-following highlight and its edge refraction with
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+ * it. Reported as "把我的对话框随着鼠标位置而变化的效果补回来". They belong to
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+ * the glass, not to the flow field, so they mount on their own and survive
2754
+ * every background recipe.
2755
+ */
2756
+ function startGlassExtras() {
2757
+ const stopSpotter = startSpecularSpotter();
2758
+ const stopParallax = startSpecularParallax();
2759
+ /**
2760
+ * The refraction is OPT-IN, and `off` means "do not mount it at all".
2761
+ *
2762
+ * Two measured reasons, both from the user's machine (2.0.84, the first
2763
+ * build that mounted it since 1.43.6): the tint washed the whole composer
2764
+ * ("玻璃怎么变成凝胶了"), and the SVG filter inside `backdrop-filter` took the
2765
+ * BLUR down with it -- a `url()` that fails to render invalidates the whole
2766
+ * declaration, so the pane lost its frost and read as plain translucency
2767
+ * ("没有背景模糊效果"). A decorative filter must never be able to cost a
2768
+ * surface its glass, so the chain stays out of the DOM unless asked for, and
2769
+ * the switch covers all four surfaces rather than only the composer.
2770
+ */
2771
+ const dispersion = dsttGetComposer() === 'off'
2772
+ ? { setTint() {}, setRefraction() {}, dispose() {} }
2773
+ : startGlassDispersion({ hue: FLUID_HUES[dshomeColor()] });
2774
+ // Readable from the page, next to __dshomeBuild / __dshomeFluidFormat /
2775
+ // __dshomeTilt: "is the refraction in the DOM, and what is driving it" is
2776
+ // the first question any glass report needs answered.
2777
+ try {
2778
+ window.__dshomeDispersion = () => ({
2779
+ composer: dsttGetComposer(),
2780
+ mounted: document.documentElement.hasAttribute(ATTR),
2781
+ filters: document.querySelectorAll('svg filter').length,
2782
+ recipe: dsttGetGlass()
2783
+ });
2784
+ } catch (error) {}
2785
+ // Both recipes share one filter pair, so the recipe selects the scale:
2786
+ // 104 for liquid (visible edge refraction) and the untouched 60 for
2787
+ // frosted, which is what the pane has always used.
2788
+ const applyGlass = () => {
2789
+ dispersion.setRefraction(dsttGetGlass() === 'liquid' ? LIQUID_REF_SCALE : DEFAULT_REF_SCALE);
2790
+ };
2791
+ applyGlass();
2792
+ const unsubscribeGlass = dsttSubscribe(applyGlass);
2793
+ // The tint follows the DSTT colour token. Same belt-and-braces as the
2794
+ // fluid palette: subscribe AND watch the attribute the driver writes,
2795
+ // because the colour driver writes it before this mount exists.
2796
+ const syncTint = () => {
2797
+ try { dispersion.setTint(FLUID_HUES[dshomeColor()] ?? FLUID_HUES.green); } catch (error) {}
2798
+ };
2799
+ const unsubscribeColor = subscribeColor(syncTint);
2800
+ let tokenMirror = null;
2801
+ try {
2802
+ tokenMirror = new MutationObserver(syncTint);
2803
+ tokenMirror.observe(document.body, { attributes: true, attributeFilter: ['data-dshome-color'] });
2804
+ } catch (error) {
2805
+ tokenMirror = null;
2806
+ }
2807
+ return () => {
2808
+ unsubscribeColor();
2627
2809
  unsubscribeGlass();
2628
2810
  if (tokenMirror !== null) tokenMirror.disconnect();
2629
2811
  dispersion.dispose();
2630
2812
  stopParallax();
2631
2813
  stopSpotter();
2632
- clearInterval(fluidSync);
2633
- fluid.dispose();
2634
- canvas.remove();
2635
2814
  };
2636
2815
  }
2637
2816
 
2638
2817
  function startParticles() {
2639
- try { window.__dshomeBuild = '2.0.84 bug-report-fixes'; } catch (error) {}
2818
+ try { window.__dshomeBuild = '2.0.86 glass-on noise-fix'; } catch (error) {}
2640
2819
  const canvas = document.createElement('canvas');
2641
2820
  canvas.setAttribute('data-dsh-deepseek-canvas', '');
2642
2821
  const style = canvas.style;
@@ -4029,7 +4208,7 @@ body[data-dshome-dark] .${CLS}{background:rgba(14,30,60,.94);box-shadow:0 18px 4
4029
4208
  // `origin` was this option's first id and is still accepted from a settings
4030
4209
  // file written before the rename; it reads back as `wide`.
4031
4210
  const DSTT_COMPOSER = ["narrow", "wide", "off"];
4032
- const DSTT_COMPOSER_DEFAULT = "narrow";
4211
+ const DSTT_COMPOSER_DEFAULT = "off";
4033
4212
  const DSTT_COMPOSER_LABELS = {
4034
4213
  narrow: { zh: "窄 8px", en: "Narrow 8px" },
4035
4214
  wide: { zh: "宽 16px", en: "Wide 16px" },
@@ -4943,6 +5122,18 @@ body[data-dshome-dark] .${CLS}{background:rgba(14,30,60,.94);box-shadow:0 18px 4
4943
5122
  if (stop !== null) { try { stop(); } catch (error) {} }
4944
5123
  };
4945
5124
  }, 'deepseek-style-theme: fluid background');
5125
+ // The cursor-following half of the glass mounts ON ITS OWN, with no
5126
+ // dependence on the fluid layer: see startGlassExtras for why (turning
5127
+ // 「动态背景」 off, or ③ 自选背景, or a machine without WebGL2 used to take
5128
+ // the dialog's cursor-following highlight and the edge refraction with it).
5129
+ ctx.effect(() => {
5130
+ try {
5131
+ return startGlassExtras();
5132
+ } catch (error) {
5133
+ console.error('[dsh-deepseek-style-theme] glass extras failed to mount:', error);
5134
+ return () => {};
5135
+ }
5136
+ }, 'deepseek-style-theme: glass extras (specular + dispersion)');
4946
5137
  // The composer's hover tilt is independent of the background: it must
4947
5138
  // survive a machine without WebGL2, where startAmbient() falls back to
4948
5139
  // the 2D particle field.