dsh-deepseek-style-theme 2.0.85 → 2.0.87

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**:
23
23
  Only naming and external dependencies were adapted: plugin-scoped identifiers
24
24
  were renamed to this plugin's `dshome-` prefix, and the upstream settings/theme
25
25
  store and React layer were replaced by function parameters. **The GLSL shader
26
- sources are copies of upstream, with one recorded deviation (v2.0.74): the
27
- `precision mediump float;` qualifier in FLOW_SHADER and DISPLAY_SHADER was
28
- changed to `precision highp float;`.** The reason is a rendering defect, not a
29
- feature: under ANGLE/D3D11 on Intel integrated GPUs `mediump` is a real 16-bit
30
- float (`min16float`), and the display shader's noise --
31
- `fract(sin(dot(st, vec2(12.9898,78.233))) * 43758.5453123)` -- needs roughly 24
32
- bits of mantissa, so at 16 bits the hash collapses into constant plateaus and the
33
- noise lattice shows up as large drifting squares. WebGL2 guarantees highp in
34
- fragment shaders, and on GPUs that promoted mediump to 32 bits the change is a
35
- no-op. Every other line of every shader is unchanged.
26
+ sources are copies of upstream, with two recorded deviations:**
27
+
28
+ 1. **(v2.0.74)** the `precision mediump float;` qualifier in FLOW_SHADER and
29
+ DISPLAY_SHADER was changed to `precision highp float;`. The reason is a
30
+ rendering defect, not a feature: under ANGLE/D3D11 on Intel integrated GPUs
31
+ `mediump` is a real 16-bit float (`min16float`), and the display shader's noise
32
+ needs roughly 24 bits of mantissa, so at 16 bits the hash collapses into
33
+ constant plateaus and the noise lattice shows up as large drifting squares.
34
+ WebGL2 guarantees highp in fragment shaders, and on GPUs that promoted mediump
35
+ to 32 bits the change is a no-op.
36
+ 2. **(v2.0.86)** DISPLAY_SHADER's `random(vec2 st)` -- upstream's classic
37
+ `fract(sin(dot(st, vec2(12.9898,78.233))) * 43758.5453123)` -- was replaced by
38
+ Dave Hoskins' sin-free hash (`fract(vec3(p.xyx) * 0.1031)` plus one dot and one
39
+ multiply). The reason is the same class of defect, one layer down and this time
40
+ precision-independent: this shader scales the noise coordinate to ~1e5
41
+ (`uv *= ns * u_resolution`, doubled again for `n2`), and at that magnitude the
42
+ error left by `sin()`'s argument reduction in float32 is multiplied by 43758
43
+ into ~100 units, so neighbouring cells receive nearly the same value and the
44
+ warp field degenerates into flat plateaus with hard edges (measured on an Intel
45
+ Arc 130V: 39.6% flat 8x8 blocks, an 800x1000px plateau, 60-90/255 jumps along
46
+ its boundary -- the user's 大方块). The sin-free hash keeps every intermediate
47
+ small, so it behaves identically on every GPU, and it preserves upstream's
48
+ per-cell white noise rather than shrinking the domain warp (which would cure the
49
+ symptom by removing the effect). `noise()`'s interpolation and every other line
50
+ of every shader are unchanged.
51
+
52
+ The two deviations are related on purpose: deviation 1 fixed a 16-bit intermediate
53
+ precision collapse, deviation 2 the 32-bit argument-magnitude collapse that
54
+ survived it. Both were diagnosed from the same symptom on the same machine class,
55
+ and both were verified there rather than assumed.
36
56
 
37
57
  Upstream notes that its fluid shader is itself a faithful port of the
38
58
  `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;
238
238
  #define PI 3.14159265358979323846
239
239
 
240
240
  vec2 rotate(vec2 uv, float th) { return mat2(cos(th), sin(th), -sin(th), cos(th)) * uv; }
241
- float random(vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123); }
241
+ /* Upstream's hash is the classic fract(sin(dot(st, vec2(12.9898, 78.233))) * 43758.5453123)
242
+ -- no backticks in this comment: it lives inside a template literal, and a pair of
243
+ them ends the literal (tools/parse-smoke.mjs exists because that has happened three
244
+ times). Its argument is NOT small in this shader: uv is scaled by ns * u_resolution
245
+ (about 2900 at the user's viewport) and doubled again for n2, so dot() reaches ~2e5.
246
+ At that magnitude float32 leaves ~2.5e-3 of error inside sin(), the 43758x multiplier
247
+ turns it into ~100 units, and the hash stops behaving like a hash: neighbouring cells
248
+ receive almost the same value, so the warp field degenerates into flat plateaus with
249
+ hard edges -- the 大方块 of the 2026-09-16 fluid report, measured on an Intel Arc 130V
250
+ as 39.6% flat 8x8 blocks, an 800x1000px plateau, and 60-90/255 jumps along its
251
+ boundary (the two earlier fixes, mediump -> highp and RGBA8 -> RGBA16F, were both
252
+ verified active on that machine and the blocks survived, which is what pointed here).
253
+ This is Dave Hoskins' sin-free hash: every intermediate stays small, so it behaves the
254
+ same on every GPU and keeps upstream's per-cell white noise instead of deleting the
255
+ domain warp (the ablation's noDistort variant cures the symptom by removing the
256
+ effect). Recorded as deviation #2 in THIRD-PARTY-NOTICES.md. */
257
+ float random(vec2 st) {
258
+ vec3 p3 = fract(vec3(st.xyx) * 0.1031);
259
+ p3 += dot(p3, p3.yzx + 33.33);
260
+ return fract((p3.x + p3.y) * p3.z);
261
+ }
242
262
  float noise(vec2 st) {
243
263
  vec2 i = floor(st); vec2 f = fract(st);
244
264
  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() {
758
778
  // a separate constant so the frosted recipe keeps receiving 60.
759
779
  var LIQUID_REF_SCALE = 104;
760
780
  var EDGE_DX = -14;
761
- var TINT_OPACITY = 0.45;
781
+ // The lens tint. It is mixed into `|backdrop - backdrop shifted by EDGE_DX|`,
782
+ // which is meant to be non-zero only along a hard edge -- but over a GRADIENT
783
+ // backdrop (the `bold` background recipe is exactly that) the difference is
784
+ // non-zero across the WHOLE pane, so the tint stopped being an edge fringe and
785
+ // became a wash: the first user to see it (2.0.84 restored the mount after ATTR
786
+ // had been missing since 1.43.6) reported "我的玻璃怎么变成凝胶了" with a
787
+ // screenshot of a solid pink composer. 0.45 -> 0.16 keeps the fringing (that
788
+ // comes from the per-channel chromatic displacement, not from the tint) while
789
+ // the wash drops to a hint.
790
+ var TINT_OPACITY = 0.16;
762
791
  var TINT_SAT = 0.85;
763
792
  var TINT_LIGHT = 0.6;
764
793
  var DEFAULT_TINT_HUE = 44;
@@ -1080,15 +1109,27 @@ html,body{background-color:transparent!important}
1080
1109
  The invisible-text hazard stays open on purpose. A stuck appearance switch is
1081
1110
  a broken control; near-white text on a near-white page at least still reads
1082
1111
  once the marker agrees. Do not re-add these two rules. */
1083
- body:not([data-dshome-bg=custom]){background:radial-gradient(1200px 700px at 12% -10%,color-mix(in srgb,var(--ds-brand) 14%,transparent),transparent 60%),radial-gradient(1000px 600px at 105% 12%,color-mix(in srgb,var(--ds-brand-light) 16%,transparent),transparent 55%),radial-gradient(900px 700px at 50% 115%,color-mix(in srgb,var(--ds-brand) 10%,transparent),transparent 60%),linear-gradient(180deg,#fbfbfd 0%,#f5f6fa 100%);background-attachment:fixed}
1112
+ /* The themed background lives on a FIXED PSEUDO-ELEMENT, not on the body with
1113
+ background-attachment: fixed. Two reasons, and the second is the one the user hit:
1114
+ a fixed-attachment background is painted in its own phase, so Chromium's
1115
+ backdrop-filter does not sample it -- every glass pane over the page wash ended up
1116
+ blurring "nothing" and read as plain translucency ("现在的效果是半透明,没有背景模糊
1117
+ 效果"). A position:fixed layer is ordinary painted content and is part of the
1118
+ backdrop. The visual is the same (the wash stays put), and z-index:-2 keeps it under
1119
+ the fluid canvas (-1), which is what the glass should blur next. No backticks in this
1120
+ comment: it lives inside a template literal and a pair of them ends it. */
1121
+ body:not([data-dshome-bg=custom])::before{content:"";position:fixed;inset:0;z-index:-2;pointer-events:none;background:radial-gradient(1200px 700px at 12% -10%,color-mix(in srgb,var(--ds-brand) 14%,transparent),transparent 60%),radial-gradient(1000px 600px at 105% 12%,color-mix(in srgb,var(--ds-brand-light) 16%,transparent),transparent 55%),radial-gradient(900px 700px at 50% 115%,color-mix(in srgb,var(--ds-brand) 10%,transparent),transparent 60%),linear-gradient(180deg,#fbfbfd 0%,#f5f6fa 100%)}
1084
1122
  body[data-dshome-color=red]{--ds-brand:#F5222D;--ds-brand-deep:#CF1322;--ds-brand-mid:#FF4D4F;--ds-brand-light:#FF7875}
1085
1123
  body[data-dshome-color=blue]{--ds-brand:#4D6BFE;--ds-brand-deep:#3A65C2;--ds-brand-mid:#4176E6;--ds-brand-light:#73A3D2}
1086
1124
  body[data-dshome-dark]{--ds-brand:#10B981;--ds-brand-deep:#059669;--ds-brand-mid:#34D399;--ds-brand-light:#6EE7B7}
1087
- body[data-dshome-dark]:not([data-dshome-bg=custom]){background:radial-gradient(1100px 650px at 8% -8%,#0a3a28 0,transparent 62%),radial-gradient(950px 600px at 104% 10%,#0d4d35 0,transparent 58%),radial-gradient(800px 600px at 50% 118%,#06291c 0,transparent 60%),linear-gradient(180deg,#081b14 0%,#0a241a 55%,#081b14 100%);background-attachment:fixed}
1125
+ body[data-dshome-dark]:not([data-dshome-bg=custom])::before{background:radial-gradient(1100px 650px at 8% -8%,#0a3a28 0,transparent 62%),radial-gradient(950px 600px at 104% 10%,#0d4d35 0,transparent 58%),radial-gradient(800px 600px at 50% 118%,#06291c 0,transparent 60%),linear-gradient(180deg,#081b14 0%,#0a241a 55%,#081b14 100%)}
1088
1126
  body[data-dshome-dark][data-dshome-color=red]{--ds-brand:#FF4D4F;--ds-brand-deep:#F5222D;--ds-brand-mid:#FF7875;--ds-brand-light:#FFA39E}
1089
- body[data-dshome-dark][data-dshome-color=red]:not([data-dshome-bg=custom]){background:radial-gradient(1100px 650px at 8% -8%,#5c0f14 0,transparent 62%),radial-gradient(950px 600px at 104% 10%,#7d1a20 0,transparent 58%),radial-gradient(800px 600px at 50% 118%,#3f0a0e 0,transparent 60%),linear-gradient(180deg,#260709 0%,#330a0d 55%,#260709 100%);background-attachment:fixed}
1127
+ body[data-dshome-dark][data-dshome-color=red]:not([data-dshome-bg=custom])::before{background:radial-gradient(1100px 650px at 8% -8%,#5c0f14 0,transparent 62%),radial-gradient(950px 600px at 104% 10%,#7d1a20 0,transparent 58%),radial-gradient(800px 600px at 50% 118%,#3f0a0e 0,transparent 60%),linear-gradient(180deg,#260709 0%,#330a0d 55%,#260709 100%)}
1090
1128
  body[data-dshome-dark][data-dshome-color=blue]{--ds-brand:#5D79FF;--ds-brand-deep:#4D6BFE;--ds-brand-mid:#7A96FF;--ds-brand-light:#9DB9FF}
1091
- body[data-dshome-dark][data-dshome-color=blue]:not([data-dshome-bg=custom]){background:radial-gradient(1100px 650px at 8% -8%,#1a3870 0,transparent 62%),radial-gradient(950px 600px at 104% 10%,#2d5f9e 0,transparent 58%),radial-gradient(800px 600px at 50% 118%,#0d1f4a 0,transparent 60%),linear-gradient(180deg,#0a1a3a 0%,#0d1f4a 55%,#0a1a3a 100%);background-attachment:fixed}
1129
+ body[data-dshome-dark][data-dshome-color=blue]:not([data-dshome-bg=custom])::before{background:radial-gradient(1100px 650px at 8% -8%,#1a3870 0,transparent 62%),radial-gradient(950px 600px at 104% 10%,#2d5f9e 0,transparent 58%),radial-gradient(800px 600px at 50% 118%,#0d1f4a 0,transparent 60%),linear-gradient(180deg,#0a1a3a 0%,#0d1f4a 55%,#0a1a3a 100%)}
1130
+ /* The body itself must NOT paint a background: any opaque page background sits
1131
+ below the pseudo-element and would be what the glass samples. */
1132
+ body:not([data-dshome-bg=custom]){background:none!important}
1092
1133
  /* ── background recipe: 自选背景 ─────────────────────────────────────────
1093
1134
  The custom value never enters this sheet. It arrives as the custom property
1094
1135
  --dshome-custom-bg on <body>, and only after the client's CSS.supports()
@@ -1464,6 +1505,19 @@ body[data-dshome-dark] :is([class*="_headline"]){background:linear-gradient(120d
1464
1505
  { anchor: ".wSkVaW_scrollBody", css: `
1465
1506
  :is(${USER_BUBBLE}){background:rgba(255,255,255,.6)!important;-webkit-backdrop-filter:blur(16px);backdrop-filter:blur(16px);border:1px solid rgba(0,0,0,.05);box-shadow:0 4px 16px rgba(13,30,60,.06)}
1466
1507
  body[data-dshome-dark] :is(${USER_BUBBLE}){background:rgba(21,42,86,.65)!important;border:1px solid rgba(255,255,255,.1);box-shadow:0 4px 16px rgba(0,0,0,.25)}
1508
+ ` },
1509
+ // The line under the composer (round/step/token stats, `[data-dsh-stats]` is
1510
+ // product markup that has never been renamed) gets the LENS touch the user
1511
+ // asked for: "模糊效果,你对对话窗下方文字进行放大(模拟液体放大)". A real lens
1512
+ // magnifies what is behind the glass, which a backdrop filter cannot do --
1513
+ // but the pane is directly above this line, so scaling it a touch reads as
1514
+ // the pane's magnification, and scaling it further while the pane leans
1515
+ // (html[data-dshome-leaning], written by startComposerTilt) ties the motion
1516
+ // to the hover. Small on purpose: 6% is a lens hint, 12% while leaning.
1517
+ { anchor: "[data-dsh-stats]", css: `
1518
+ [data-dsh-stats]{transform:scale(1.06);transform-origin:center center;transition:transform .24s cubic-bezier(.2,.8,.2,1)}
1519
+ html[data-dshome-leaning] [data-dsh-stats]{transform:scale(1.12)}
1520
+ @media (prefers-reduced-motion:reduce){[data-dsh-stats]{transition:none}}
1467
1521
  ` },
1468
1522
  // Trajectory view bar.
1469
1523
  { anchor: ".fV0t5q_root", css: `
@@ -1761,10 +1815,14 @@ html[data-dshome-glass="liquid"] :is(${USER_BUBBLE}){
1761
1815
  /* The composer leans under the cursor (see startComposerTilt). The transition
1762
1816
  is what turns the release into a settle rather than a snap: the ported
1763
1817
  routine writes the neutral transform back and only drops the inline
1764
- properties 240ms later. */
1818
+ properties 240ms later.
1819
+ will-change: transform used to sit here as a perf hint and is deliberately
1820
+ GONE: promoting the pane to its own layer is the other half of "no blur" --
1821
+ Chromium's backdrop sampling is unreliable on a will-changed element, and the
1822
+ compositor already promotes a transformed element while it is actually being
1823
+ transformed. The hint cost the effect it was meant to smooth. */
1765
1824
  html[data-dshome-glass="liquid"] [data-composer-card]{
1766
1825
  transition:transform .24s cubic-bezier(.2,.8,.2,1),background-color .18s ease,box-shadow .18s ease!important;
1767
- will-change:transform;
1768
1826
  }
1769
1827
  html[data-dshome-glass="liquid"] :is(${USER_BUBBLE}):hover{
1770
1828
  background-color:rgb(255 255 255 / .18)!important;
@@ -1830,8 +1888,11 @@ html[data-dshome-dispersion][data-dshome-glass="liquid"][data-dshome-composer="o
1830
1888
  actually behind it, so the fade shows up as a lighter band above 设置 (the
1831
1889
  user's red box). The pane itself already separates the list from the
1832
1890
  conversation, so the fade is dropped. Scoped to the sidebar and to the
1833
- product's own <hash>_fade naming so nothing else is touched. */
1834
- html[data-dshome-glass="liquid"] body .hHd-Xa_root [class*="_fade" i]{
1891
+ product's own <hash>_fade naming so nothing else is touched.
1892
+ NOT gated on the liquid recipe: it was, and the user sent a screenshot of the
1893
+ same light band in 白磨砂 ("白磨砂,有这个渐变") — the frosted pane is translucent
1894
+ too, so its end stop mismatches just the same. Both recipes drop it. */
1895
+ body .hHd-Xa_root [class*="_fade" i]{
1835
1896
  background-image:none!important;
1836
1897
  }
1837
1898
  /* The sidebar's own, heavier blur. Written after the two rules above because it
@@ -2392,11 +2453,26 @@ html[data-dshome-blur="off"] body{
2392
2453
  // `spots` (0 means the composer no longer matches TILT_SELECTOR), and the
2393
2454
  // reduced-motion case logs one info line instead of vanishing.
2394
2455
  const TILT_SELECTOR = '[data-composer-card],.uV2eYG_card';
2395
- const TILT_MAX = 0.0175;
2456
+ /** On <html> while the composer leans; the lens touch on the line under the
2457
+ * composer reads it (see the [data-dsh-stats] patch block). */
2458
+ const LEAN_ATTR = 'data-dshome-leaning';
2459
+ // 0.0175 rad was upstream's conservative lean, and after 2.0.85 finally made
2460
+ // the effect reachable the verdict was "倾斜效果很微弱" -- fair, at ~4 degrees
2461
+ // end to end over a pane this wide it reads as a wobble, not as depth. Raised
2462
+ // ~1.7x, with TILT_RELEASE_PAD keeping the stronger movement from feeding a loop.
2463
+ const TILT_MAX = 0.03;
2396
2464
  const TILT_PERSPECTIVE = 800;
2397
- const TILT_SCALE = 1.01;
2465
+ const TILT_SCALE = 1.015;
2398
2466
  const TILT_SETTLE_MS = 240;
2399
2467
  const TILT_COOLDOWN_MS = 200;
2468
+ /**
2469
+ * How far outside the card's own rectangle the pointer must travel before the
2470
+ * lean is released. Engagement is geometric (see spotAt), so without a pad the
2471
+ * lean's own movement could carry the card's edge past a stationary pointer:
2472
+ * out -> release -> back in -> engage, at frame rate. 8px is comfortably more
2473
+ * than the lift moves an edge (1.5% of a ~112px pane is under 2px).
2474
+ */
2475
+ const TILT_RELEASE_PAD = 8;
2400
2476
  /** The lean's own easing. Mirrors the liquid sheet's values, and is removed
2401
2477
  * together with the inline transform so nothing keeps animating afterwards. */
2402
2478
  const TILT_TRANSITION = 'transform .24s cubic-bezier(.2,.8,.2,1),background-color .18s ease,box-shadow .18s ease';
@@ -2452,6 +2528,7 @@ html[data-dshome-blur="off"] body{
2452
2528
  if (!tilted.has(spot)) return;
2453
2529
  releasedAt = performance.now();
2454
2530
  tilted.delete(spot);
2531
+ document.documentElement.removeAttribute(LEAN_ATTR);
2455
2532
  spot.style.transform = 'perspective(' + TILT_PERSPECTIVE + 'px) rotateX(0rad) rotateY(0rad) scale(1)';
2456
2533
  const handle = window.setTimeout(() => {
2457
2534
  settle.delete(spot);
@@ -2478,6 +2555,11 @@ html[data-dshome-blur="off"] body{
2478
2555
  + ' scale(' + TILT_SCALE + ')';
2479
2556
  if (!tilted.has(spot)) engagements += 1;
2480
2557
  tilted.add(spot);
2558
+ // The marker the lens touch reads (see the composer-stats block in
2559
+ // PATCH_BLOCKS): while the pane leans, the line under it is scaled a
2560
+ // little further, which is the closest thing to a lens without
2561
+ // touching the backdrop.
2562
+ if (!document.documentElement.hasAttribute(LEAN_ATTR)) document.documentElement.setAttribute(LEAN_ATTR, '');
2481
2563
  });
2482
2564
  };
2483
2565
  /**
@@ -2534,10 +2616,17 @@ html[data-dshome-blur="off"] body{
2534
2616
  const onMove = (event) => {
2535
2617
  const hit = spotAt(event.clientX, event.clientY);
2536
2618
  if (hit === null) {
2537
- // Off the card entirely: release only the spot that was leaning.
2619
+ // Off the card: release the lean, but only past the release pad --
2620
+ // the lean's own movement must not be able to hand the card back
2621
+ // and forth under a stationary pointer.
2538
2622
  if (current !== null) {
2539
- release(current);
2540
- current = null;
2623
+ const rect = current.getBoundingClientRect();
2624
+ const outside = event.clientX < rect.left - TILT_RELEASE_PAD || event.clientX > rect.right + TILT_RELEASE_PAD
2625
+ || event.clientY < rect.top - TILT_RELEASE_PAD || event.clientY > rect.bottom + TILT_RELEASE_PAD;
2626
+ if (outside) {
2627
+ release(current);
2628
+ current = null;
2629
+ }
2541
2630
  }
2542
2631
  return;
2543
2632
  }
@@ -2565,7 +2654,8 @@ html[data-dshome-blur="off"] body{
2565
2654
  const onOut = (event) => {
2566
2655
  if (current === null) return;
2567
2656
  const rect = current.getBoundingClientRect();
2568
- if (event.clientX >= rect.left && event.clientX <= rect.right && event.clientY >= rect.top && event.clientY <= rect.bottom) return;
2657
+ if (event.clientX >= rect.left - TILT_RELEASE_PAD && event.clientX <= rect.right + TILT_RELEASE_PAD
2658
+ && event.clientY >= rect.top - TILT_RELEASE_PAD && event.clientY <= rect.bottom + TILT_RELEASE_PAD) return;
2569
2659
  release(current);
2570
2660
  current = null;
2571
2661
  };
@@ -2584,6 +2674,7 @@ html[data-dshome-blur="off"] body{
2584
2674
  spot.style.removeProperty('transform-origin');
2585
2675
  spot.style.removeProperty('transition');
2586
2676
  }
2677
+ document.documentElement.removeAttribute(LEAN_ATTR);
2587
2678
  current = null;
2588
2679
  };
2589
2680
  }
@@ -2602,7 +2693,7 @@ html[data-dshome-blur="off"] body{
2602
2693
  if (!supportsWebgl2()) return startParticles();
2603
2694
  // Which build is running, readable from the page (see README). One line in
2604
2695
  // the console answers "is the bundle I just installed actually live?".
2605
- try { window.__dshomeBuild = '2.0.85 glass-extras'; } catch (error) {}
2696
+ try { window.__dshomeBuild = '2.0.87 lens-blur'; } catch (error) {}
2606
2697
  const canvas = document.createElement('canvas');
2607
2698
  canvas.setAttribute('data-dsh-deepseek-canvas', '');
2608
2699
  const style = canvas.style;
@@ -2707,7 +2798,59 @@ html[data-dshome-blur="off"] body{
2707
2798
  function startGlassExtras() {
2708
2799
  const stopSpotter = startSpecularSpotter();
2709
2800
  const stopParallax = startSpecularParallax();
2710
- const dispersion = startGlassDispersion({ hue: FLUID_HUES[dshomeColor()] });
2801
+ /**
2802
+ * The refraction is OPT-IN, and `off` means "do not mount it at all".
2803
+ *
2804
+ * Two measured reasons, both from the user's machine (2.0.84, the first
2805
+ * build that mounted it since 1.43.6): the tint washed the whole composer
2806
+ * ("玻璃怎么变成凝胶了"), and the SVG filter inside `backdrop-filter` took the
2807
+ * BLUR down with it -- a `url()` that fails to render invalidates the whole
2808
+ * declaration, so the pane lost its frost and read as plain translucency
2809
+ * ("没有背景模糊效果"). A decorative filter must never be able to cost a
2810
+ * surface its glass, so the chain stays out of the DOM unless asked for, and
2811
+ * the switch covers all four surfaces rather than only the composer.
2812
+ */
2813
+ const dispersion = dsttGetComposer() === 'off'
2814
+ ? { setTint() {}, setRefraction() {}, dispose() {} }
2815
+ : startGlassDispersion({ hue: FLUID_HUES[dshomeColor()] });
2816
+ // Readable from the page, next to __dshomeBuild / __dshomeFluidFormat /
2817
+ // __dshomeTilt: "is the refraction in the DOM, and what is driving it" is
2818
+ // the first question any glass report needs answered.
2819
+ try {
2820
+ window.__dshomeDispersion = () => ({
2821
+ composer: dsttGetComposer(),
2822
+ mounted: document.documentElement.hasAttribute(ATTR),
2823
+ filters: document.querySelectorAll('svg filter').length,
2824
+ recipe: dsttGetGlass()
2825
+ });
2826
+ } catch (error) {}
2827
+ /**
2828
+ * "Why is there no blur" answered in one call: the computed backdrop chain of
2829
+ * every glass surface, the two things that can silently stop Chromium from
2830
+ * sampling a backdrop (a fixed-attachment body background and a will-changed
2831
+ * pane), and the setting that turns the radii off on purpose.
2832
+ */
2833
+ try {
2834
+ window.__dshomeGlassProbe = () => {
2835
+ const card = document.querySelector(TILT_SELECTOR);
2836
+ const chain = (selector, pseudo) => {
2837
+ const node = document.querySelector(selector);
2838
+ if (node === null) return null;
2839
+ try { return getComputedStyle(node, pseudo === undefined ? null : pseudo).backdropFilter; } catch (error) { return 'ERR'; }
2840
+ };
2841
+ return {
2842
+ recipe: dsttGetGlass(),
2843
+ backdropBlurSetting: dsttState.blur,
2844
+ bodyBackgroundAttachment: getComputedStyle(document.body).backgroundAttachment,
2845
+ bodyBackgroundImage: getComputedStyle(document.body).backgroundImage.slice(0, 32),
2846
+ washLayer: getComputedStyle(document.body, '::before').position,
2847
+ tiltCard: card === null ? null : getComputedStyle(card).backdropFilter,
2848
+ tiltCardWillChange: card === null ? null : (getComputedStyle(card).willChange || 'auto'),
2849
+ sidebar: chain('.hHd-Xa_root', '::before'),
2850
+ bubble: chain(USER_BUBBLE)
2851
+ };
2852
+ };
2853
+ } catch (error) {}
2711
2854
  // Both recipes share one filter pair, so the recipe selects the scale:
2712
2855
  // 104 for liquid (visible edge refraction) and the untouched 60 for
2713
2856
  // frosted, which is what the pane has always used.
@@ -2741,7 +2884,7 @@ html[data-dshome-blur="off"] body{
2741
2884
  }
2742
2885
 
2743
2886
  function startParticles() {
2744
- try { window.__dshomeBuild = '2.0.85 glass-extras'; } catch (error) {}
2887
+ try { window.__dshomeBuild = '2.0.87 lens-blur'; } catch (error) {}
2745
2888
  const canvas = document.createElement('canvas');
2746
2889
  canvas.setAttribute('data-dsh-deepseek-canvas', '');
2747
2890
  const style = canvas.style;
@@ -4134,7 +4277,7 @@ body[data-dshome-dark] .${CLS}{background:rgba(14,30,60,.94);box-shadow:0 18px 4
4134
4277
  // `origin` was this option's first id and is still accepted from a settings
4135
4278
  // file written before the rename; it reads back as `wide`.
4136
4279
  const DSTT_COMPOSER = ["narrow", "wide", "off"];
4137
- const DSTT_COMPOSER_DEFAULT = "narrow";
4280
+ const DSTT_COMPOSER_DEFAULT = "off";
4138
4281
  const DSTT_COMPOSER_LABELS = {
4139
4282
  narrow: { zh: "窄 8px", en: "Narrow 8px" },
4140
4283
  wide: { zh: "宽 16px", en: "Wide 16px" },