vireglass 0.1.0

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Files changed (72) hide show
  1. package/LICENSE +202 -0
  2. package/NOTICE +10 -0
  3. package/README.md +216 -0
  4. package/android/build.gradle +15 -0
  5. package/android/src/main/AndroidManifest.xml +1 -0
  6. package/android/src/main/java/expo/modules/glasslens/GlassBackdropView.kt +335 -0
  7. package/android/src/main/java/expo/modules/glasslens/GlassLensModule.kt +49 -0
  8. package/android/src/main/java/expo/modules/glasslens/GlassLensView.kt +463 -0
  9. package/android/src/main/java/expo/modules/glasslens/GlassProbeView.kt +76 -0
  10. package/dist/adaptation-BSbbdExK.d.cts +78 -0
  11. package/dist/adaptation-BSbbdExK.d.ts +78 -0
  12. package/dist/adapters-BPB0D5nr.d.cts +357 -0
  13. package/dist/adapters-BgSc-smX.d.ts +357 -0
  14. package/dist/chunk-HF2AWZEZ.js +1741 -0
  15. package/dist/chunk-HF2AWZEZ.js.map +1 -0
  16. package/dist/chunk-JNRZNMJJ.js +20 -0
  17. package/dist/chunk-JNRZNMJJ.js.map +1 -0
  18. package/dist/index.cjs +2159 -0
  19. package/dist/index.cjs.map +1 -0
  20. package/dist/index.d.cts +294 -0
  21. package/dist/index.d.ts +294 -0
  22. package/dist/index.js +286 -0
  23. package/dist/index.js.map +1 -0
  24. package/dist/material-CkUHUBoy.d.cts +408 -0
  25. package/dist/material-CkUHUBoy.d.ts +408 -0
  26. package/dist/react.cjs +73 -0
  27. package/dist/react.cjs.map +1 -0
  28. package/dist/react.d.cts +25 -0
  29. package/dist/react.d.ts +25 -0
  30. package/dist/react.js +59 -0
  31. package/dist/react.js.map +1 -0
  32. package/dist/web/index.cjs +1990 -0
  33. package/dist/web/index.cjs.map +1 -0
  34. package/dist/web/index.d.cts +148 -0
  35. package/dist/web/index.d.ts +148 -0
  36. package/dist/web/index.js +657 -0
  37. package/dist/web/index.js.map +1 -0
  38. package/expo-module.config.json +6 -0
  39. package/package.json +127 -0
  40. package/src/accessibility.ts +51 -0
  41. package/src/adaptation.ts +85 -0
  42. package/src/adapters.ts +362 -0
  43. package/src/concentric.ts +25 -0
  44. package/src/geometry.ts +151 -0
  45. package/src/glass-scale.ts +37 -0
  46. package/src/group-model.ts +224 -0
  47. package/src/index.ts +17 -0
  48. package/src/lens-shader.ts +547 -0
  49. package/src/material.ts +553 -0
  50. package/src/native/environment.ts +70 -0
  51. package/src/native/glass-group.tsx +107 -0
  52. package/src/native/glass-ink.tsx +44 -0
  53. package/src/native/glass-surface.tsx +477 -0
  54. package/src/native/index.ts +18 -0
  55. package/src/native/lens.ts +106 -0
  56. package/src/native/provider.tsx +58 -0
  57. package/src/native/surface-registry.ts +51 -0
  58. package/src/native/system-accessibility.ts +90 -0
  59. package/src/optics.ts +177 -0
  60. package/src/react.ts +102 -0
  61. package/src/reference-scene.ts +222 -0
  62. package/src/scroll-edge.ts +30 -0
  63. package/src/sdf.ts +149 -0
  64. package/src/surface-shader.ts +287 -0
  65. package/src/targets/agsl.ts +8 -0
  66. package/src/targets/glsl.ts +140 -0
  67. package/src/touch-response.ts +195 -0
  68. package/src/web/gl.ts +119 -0
  69. package/src/web/index.ts +3 -0
  70. package/src/web/probe.ts +312 -0
  71. package/src/web/reference-draw.ts +142 -0
  72. package/src/web/renderer.ts +524 -0
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package/NOTICE ADDED
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+ VireGlass
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+ Copyright 2026 Danil Kotlaev
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+
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+ This product includes software developed as part of the vireSpace platform
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+ (https://github.com/pruffit/vire).
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+
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+ The material model was calibrated against publicly available reference material
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+ from Apple's WWDC 2025 sessions 219 and 356 and related design talks. No Apple
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+ code, assets, or footage is included in or distributed with this software; the
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+ references in the documentation are citations, not redistribution.
package/README.md ADDED
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+ # VireGlass
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+
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+ A liquid glass material for interfaces, derived from optics rather than assembled from effects.
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+
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+ One material model, one shader source, two render targets: **WebGL2** in the browser and
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+ **AGSL** on Android. Apache-2.0.
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+
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+ ```bash
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+ npm install vireglass
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+ ```
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+
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+ ---
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+
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+ ## The idea
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+
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+ Most glass effects are a stack of knobs: blur radius, rim brightness, rainbow strength, a
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+ highlight slider. Every knob is independent, so most of the combinations you can dial in
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+ describe glass that does not exist — a razor-thin bevel with a dense white rim, a rim whose
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+ optics scale with the element's size.
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+
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+ VireGlass exposes **causes** and derives the rest:
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+
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+ ```ts
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+ import { resolveOptics } from 'vireglass';
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+
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+ const optics = resolveOptics({
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+ ior: 1.5, // index of refraction — water 1.33, glass 1.5, sapphire 1.77
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+ thickness: 20, // dp
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+ bevel: 10, // dp, absolute: a real rim doesn't scale with the piece
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+ roughness: 0.12,
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+ film: 0, // thin-film thickness, nm — iridescence
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+ });
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+ ```
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+
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+ Those turn into the values the shaders need — refraction strength, magnification, Fresnel,
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+ specular, dispersion, diffraction, interference, medium tint, body density, ambient colour
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+ pickup. There is no "rainbow strength" knob because dispersion, diffraction and interference
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+ are one cause (wavelength dependence) and one hue multiplier, normalised to its own mean: they
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+ tint the reflection without brightening it.
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+
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+ Dispersion follows Cauchy, absorption follows Beer–Lambert, reflectance follows Schlick. Where
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+ the model departs from physics, the comment says so and says why.
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+
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+ ## Presets
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+
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+ ```ts
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+ import { MATERIAL_PRESETS, resolveOptics } from 'vireglass';
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+
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+ resolveOptics(MATERIAL_PRESETS.crystal);
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+ ```
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+
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+ `water` · `glass` · `crystal` · `frosted` · `thick` · `thin` · `iridescent` — points in the
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+ space of causes, not bundles of finished effects.
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+
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+ ## Web
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+
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+ ```ts
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+ import { createVireGlassRenderer } from 'vireglass/web';
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+ import { resolveOptics, roundedRectGeometry, MATERIAL_PRESETS } from 'vireglass';
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+
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+ const renderer = createVireGlassRenderer(canvas);
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+ renderer.resize(canvas.width, canvas.height);
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+
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+ renderer.render({
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+ density: devicePixelRatio,
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+ debug: 'normal',
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+ scene: (ctx, width, height) => {
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+ ctx.fillStyle = '#12141a';
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+ ctx.fillRect(0, 0, width, height);
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+ // ...draw whatever the glass should refract
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+ },
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+ pieces: [
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+ {
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+ optics: resolveOptics(MATERIAL_PRESETS.glass),
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+ geometry: roundedRectGeometry(220, 120, 32),
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+ centerX: canvas.width / 2,
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+ centerY: canvas.height / 2,
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+ },
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+ ],
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+ });
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+ ```
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+
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+ `render` also returns one backdrop probe per element — mean lightness, 10th/90th percentiles
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+ and variegation of what lies under it. That is what the adaptation layer reads.
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+
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+ > **WebGL does not see the DOM.** The lens refracts only what the renderer drew itself, which is
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+ > why you hand it a `scene` callback that rasterises your backdrop into a 2D canvas. Glass over
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+ > live HTML is not supported in this release. If that is what you came for, this package does
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+ > not do it yet.
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+
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+ ## Android / React Native
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+
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+ ```tsx
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+ import { VireGlassProvider, VireGlassSurface } from 'vireglass/native';
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+ ```
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+
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+ The Android target is an Expo module: `expo-module.config.json` ships in the package, so
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+ autolinking picks up the Kotlin in an Expo app and stays silent everywhere else. Run
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+ `expo prebuild` after installing. `vireglass/native` ships as **source** on purpose — the
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+ surface uses a Reanimated worklet, and worklets are compiled by the consumer's Babel plugin.
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+
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+ `VireGlassProvider` is optional. Mount it to give the host app an escape hatch:
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+
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+ ```tsx
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+ <VireGlassProvider glassEnabled={settings.glass} reduceMotion={settings.reduceMotion}>
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+ <App />
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+ </VireGlassProvider>
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+ ```
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+
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+ Without it, everything works on sensible defaults.
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+
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+ ## How the glass decides what to be
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+
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+ Three loops, all automatic, all in the core and shared by both platforms.
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+
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+ **The body adapts to the backdrop by a gradient, not a number.** The probe returns a plane of
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+ lightness — a slope along each axis — so the glass separates itself from the ink at *every*
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+ point of the element: it darkens harder over the bright half and barely touches the dark one. A
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+ plane is the crudest model that can express "one half is brighter than the other", and the only
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+ one that is smooth by construction. A point estimate at a density break produced ghost copies
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+ of the text underneath.
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+
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+ **Density adapts to variegation.** Fine texture — a checkerboard, a line of type — cannot be
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+ described by a plane, so density rises as a whole, driven by the lightness range. This is what
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+ real glass does with roughness: it stops being a window.
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+
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+ **Presence.** Over a uniform backdrop there is nothing to refract, and the glass honestly
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+ disappears. Correct for a piece of background, wrong for a control. `presence` sets a minimum
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+ lightness separation from the backdrop, and the sign is taken from the *backdrop*: lighter over
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+ dark, darker over light.
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+
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+ Ink polarity is decided by the **cost of holding it**, not by contrast: how much body density
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+ it would take to keep light ink legible. Above the threshold the element would stop being glass
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+ and become a painted plate, and the decision passes to the app. Contrast is the wrong measure —
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+ it also collapses on saturated yellow, and light icons kept flipping to dark over coloured
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+ blocks.
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+
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+ ## React
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+
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+ The core is dependency-free on purpose, so the one piece that needs hooks lives behind its own
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+ entry point:
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+
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+ ```ts
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+ import { useGlassAdaptation } from 'vireglass/react';
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+ ```
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+
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+ It carries the confirmation policy and the recolor fade. The decision itself —
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+ `shouldInkBeLight` — is a pure function in the core, shared by every platform.
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+
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+ ## Accessibility
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+
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+ `applyAccessibility` maps the three system settings — reduced transparency, increased contrast,
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+ reduced motion — onto the material. They set floors and they win over the user's clarity
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+ preference; `applyGlassScale` gives that preference its own axis, ultra clear to fully tinted.
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+
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+ ## Quality gates
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+
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+ ```bash
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+ npm run typecheck
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+ npm test # 122 tests
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+ npm run check:glsl # both shaders compile and link as GLSL ES 3.0
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+ npm run check:optics
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+ ```
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+
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+ `check:optics` is the interesting one. It renders the material over a sweep of backdrops and
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+ asserts that the glass stays **both a window and an object**: enough of the backdrop's lightness
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+ range survives inside the element, and the element stays visible against it — across the whole
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+ range, not at a convenient value. It also checks that ink under a finger defocuses, that a
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+ raised element separates from its backdrop, that ink and content both survive over a busy
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+ canvas, and that the rim gathers what is behind it.
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+
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+ ## Limits — read these before adopting
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+
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+ - **No glass over live DOM on the web.** See above.
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+ - **Refraction needs Android 13+** (`RenderEffect`). Below that it degrades to an affine
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+ magnifier: a loupe, not a lens.
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+ - **No iOS.** There is no public API for reading what is behind a view.
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+ - **Real glass only works outside a capture target.** You cannot put glass inside the node it is
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+ capturing — the RenderNode tree closes on itself and the runtime crashes. In practice that
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+ means chrome (tab bars, mini players), not content. See `docs/adr-001-rendering.md` §2.
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+ - **Budget: about 0.8 ms of GPU per surface**, growing linearly — 4 ms at one surface, 7 at
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+ three, 8 at six, against an 8.33 ms frame budget at 120 Hz on the reference device. Three is
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+ the confirmed product maximum. Six is where the budget runs out, not a measured cliff: the
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+ saturation point was never found. Cost also depends on the scene, not just the count. Do not
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+ judge frame cost on an emulator — it inflates GPU cost roughly 20× (it does reproduce the
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+ phone closely for *correctness*, within 2.4 units across the reference canvases).
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+ - **The probe cannot see texture finer than a 22 px cell.** Below that it averages, and the
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+ glass treats the backdrop as uniform.
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+ - **Interference (`film`) derives a value but produces no visible iridescence yet.** Known,
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+ unexplained.
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+ - Editing a shader needs an app restart on Android, not just Fast Refresh: the source travels as
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+ a prop out of a memoised adapter.
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+
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+ ## Documentation
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+
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+ | | |
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+ |---|---|
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+ | `docs/reference.md` | what the material was calibrated against, and what each number must satisfy |
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+ | `docs/architecture.md` | layers, parameters, limits |
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+ | `docs/adr-001-rendering.md` | the rendering architecture decision and its evidence |
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+ | `docs/platform-parity.md` | how web and Android are kept numerically in agreement |
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+ | `docs/benchmarks.md` | measurement protocol, device, numbers |
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+ | `docs/material-lab.md` | selected entries from the experiment journal |
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+
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+ ## Calibration
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+
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+ The material was measured against publicly available reference material — Apple's WWDC 2025
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+ sessions 219 and 356 and related design talks — and the documentation cites them by session and
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+ timestamp so the claims can be checked. No Apple code, assets or footage is included in or
210
+ distributed with this package.
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+
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+ ## License
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+
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+ Apache-2.0. See [LICENSE](LICENSE) and [NOTICE](NOTICE).
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+
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+ The patent grant is deliberate: this is an optical algorithm, not glue code.
@@ -0,0 +1,15 @@
1
+ plugins {
2
+ id 'com.android.library'
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+ id 'expo-module-gradle-plugin'
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+ }
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+
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+ group = 'expo.modules.glasslens'
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+ version = '0.1.0'
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+
9
+ android {
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+ namespace "expo.modules.glasslens"
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+ defaultConfig {
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+ versionCode 1
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+ versionName "0.1.0"
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+ }
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+ }
@@ -0,0 +1 @@
1
+ <manifest xmlns:android="http://schemas.android.com/apk/res/android" />