dsh-deepseek-style-theme 2.0.85 → 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.
- package/THIRD-PARTY-NOTICES.md +30 -10
- package/lib/client.js +86 -12
- package/lib/index.js +1116 -1107
- package/package.json +1 -1
package/THIRD-PARTY-NOTICES.md
CHANGED
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@@ -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
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`
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bits of mantissa, so at 16 bits the hash collapses into
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noise lattice shows up as large drifting squares.
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fragment shaders, and on GPUs that promoted mediump
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sources are copies of upstream, with two recorded deviations:**
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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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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
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package/lib/client.js
CHANGED
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@@ -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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-
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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));
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@@ -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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-
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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;
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@@ -2392,11 +2421,23 @@ html[data-dshome-blur="off"] body{
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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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// 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.
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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';
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@@ -2534,10 +2575,17 @@ html[data-dshome-blur="off"] body{
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const onMove = (event) => {
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const hit = spotAt(event.clientX, event.clientY);
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if (hit === null) {
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// Off the card
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// 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
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// and forth under a stationary pointer.
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if (current !== null) {
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-
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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) {
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release(current);
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current = null;
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}
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}
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return;
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}
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const onOut = (event) => {
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if (current === null) return;
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const rect = current.getBoundingClientRect();
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if (event.clientX >= rect.left && event.clientX <= rect.right
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if (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) return;
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release(current);
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current = null;
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};
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if (!supportsWebgl2()) return startParticles();
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// Which build is running, readable from the page (see README). One line in
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// the console answers "is the bundle I just installed actually live?".
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try { window.__dshomeBuild = '2.0.
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try { window.__dshomeBuild = '2.0.86 glass-on noise-fix'; } catch (error) {}
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const canvas = document.createElement('canvas');
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canvas.setAttribute('data-dsh-deepseek-canvas', '');
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const style = canvas.style;
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@@ -2707,7 +2756,32 @@ html[data-dshome-blur="off"] body{
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function startGlassExtras() {
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const stopSpotter = startSpecularSpotter();
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const stopParallax = startSpecularParallax();
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-
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/**
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* The refraction is OPT-IN, and `off` means "do not mount it at all".
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*
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* Two measured reasons, both from the user's machine (2.0.84, the first
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* build that mounted it since 1.43.6): the tint washed the whole composer
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* ("玻璃怎么变成凝胶了"), and the SVG filter inside `backdrop-filter` took the
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* BLUR down with it -- a `url()` that fails to render invalidates the whole
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* declaration, so the pane lost its frost and read as plain translucency
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* ("没有背景模糊效果"). A decorative filter must never be able to cost a
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* surface its glass, so the chain stays out of the DOM unless asked for, and
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* the switch covers all four surfaces rather than only the composer.
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*/
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const dispersion = dsttGetComposer() === 'off'
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? { setTint() {}, setRefraction() {}, dispose() {} }
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: startGlassDispersion({ hue: FLUID_HUES[dshomeColor()] });
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// Readable from the page, next to __dshomeBuild / __dshomeFluidFormat /
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// __dshomeTilt: "is the refraction in the DOM, and what is driving it" is
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// the first question any glass report needs answered.
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try {
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window.__dshomeDispersion = () => ({
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composer: dsttGetComposer(),
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mounted: document.documentElement.hasAttribute(ATTR),
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filters: document.querySelectorAll('svg filter').length,
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recipe: dsttGetGlass()
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});
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} catch (error) {}
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// Both recipes share one filter pair, so the recipe selects the scale:
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// 104 for liquid (visible edge refraction) and the untouched 60 for
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// frosted, which is what the pane has always used.
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@@ -2741,7 +2815,7 @@ html[data-dshome-blur="off"] body{
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}
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function startParticles() {
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try { window.__dshomeBuild = '2.0.
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try { window.__dshomeBuild = '2.0.86 glass-on noise-fix'; } catch (error) {}
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const canvas = document.createElement('canvas');
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canvas.setAttribute('data-dsh-deepseek-canvas', '');
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const style = canvas.style;
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@@ -4134,7 +4208,7 @@ body[data-dshome-dark] .${CLS}{background:rgba(14,30,60,.94);box-shadow:0 18px 4
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// `origin` was this option's first id and is still accepted from a settings
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// file written before the rename; it reads back as `wide`.
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const DSTT_COMPOSER = ["narrow", "wide", "off"];
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const DSTT_COMPOSER_DEFAULT = "
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const DSTT_COMPOSER_DEFAULT = "off";
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const DSTT_COMPOSER_LABELS = {
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narrow: { zh: "窄 8px", en: "Narrow 8px" },
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wide: { zh: "宽 16px", en: "Wide 16px" },
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