vireglass 0.1.0
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/LICENSE +202 -0
- package/NOTICE +10 -0
- package/README.md +216 -0
- package/android/build.gradle +15 -0
- package/android/src/main/AndroidManifest.xml +1 -0
- package/android/src/main/java/expo/modules/glasslens/GlassBackdropView.kt +335 -0
- package/android/src/main/java/expo/modules/glasslens/GlassLensModule.kt +49 -0
- package/android/src/main/java/expo/modules/glasslens/GlassLensView.kt +463 -0
- package/android/src/main/java/expo/modules/glasslens/GlassProbeView.kt +76 -0
- package/dist/adaptation-BSbbdExK.d.cts +78 -0
- package/dist/adaptation-BSbbdExK.d.ts +78 -0
- package/dist/adapters-BPB0D5nr.d.cts +357 -0
- package/dist/adapters-BgSc-smX.d.ts +357 -0
- package/dist/chunk-HF2AWZEZ.js +1741 -0
- package/dist/chunk-HF2AWZEZ.js.map +1 -0
- package/dist/chunk-JNRZNMJJ.js +20 -0
- package/dist/chunk-JNRZNMJJ.js.map +1 -0
- package/dist/index.cjs +2159 -0
- package/dist/index.cjs.map +1 -0
- package/dist/index.d.cts +294 -0
- package/dist/index.d.ts +294 -0
- package/dist/index.js +286 -0
- package/dist/index.js.map +1 -0
- package/dist/material-CkUHUBoy.d.cts +408 -0
- package/dist/material-CkUHUBoy.d.ts +408 -0
- package/dist/react.cjs +73 -0
- package/dist/react.cjs.map +1 -0
- package/dist/react.d.cts +25 -0
- package/dist/react.d.ts +25 -0
- package/dist/react.js +59 -0
- package/dist/react.js.map +1 -0
- package/dist/web/index.cjs +1990 -0
- package/dist/web/index.cjs.map +1 -0
- package/dist/web/index.d.cts +148 -0
- package/dist/web/index.d.ts +148 -0
- package/dist/web/index.js +657 -0
- package/dist/web/index.js.map +1 -0
- package/expo-module.config.json +6 -0
- package/package.json +127 -0
- package/src/accessibility.ts +51 -0
- package/src/adaptation.ts +85 -0
- package/src/adapters.ts +362 -0
- package/src/concentric.ts +25 -0
- package/src/geometry.ts +151 -0
- package/src/glass-scale.ts +37 -0
- package/src/group-model.ts +224 -0
- package/src/index.ts +17 -0
- package/src/lens-shader.ts +547 -0
- package/src/material.ts +553 -0
- package/src/native/environment.ts +70 -0
- package/src/native/glass-group.tsx +107 -0
- package/src/native/glass-ink.tsx +44 -0
- package/src/native/glass-surface.tsx +477 -0
- package/src/native/index.ts +18 -0
- package/src/native/lens.ts +106 -0
- package/src/native/provider.tsx +58 -0
- package/src/native/surface-registry.ts +51 -0
- package/src/native/system-accessibility.ts +90 -0
- package/src/optics.ts +177 -0
- package/src/react.ts +102 -0
- package/src/reference-scene.ts +222 -0
- package/src/scroll-edge.ts +30 -0
- package/src/sdf.ts +149 -0
- package/src/surface-shader.ts +287 -0
- package/src/targets/agsl.ts +8 -0
- package/src/targets/glsl.ts +140 -0
- package/src/touch-response.ts +195 -0
- package/src/web/gl.ts +119 -0
- package/src/web/index.ts +3 -0
- package/src/web/probe.ts +312 -0
- package/src/web/reference-draw.ts +142 -0
- package/src/web/renderer.ts +524 -0
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Deriving optics from the medium's properties. The material describes CAUSES (index of\n// refraction, thickness, bevel, roughness); the shaders need EFFECTS — this file translates one\n// into the other. Pure functions, no imports: the physics is checked by tests, not on a device.\n//\n// There are normalization constants here, and they're honestly labeled as such: the rendering is\n// stylized, and literal physical values (glass reflects 4% at normal incidence) produce effects\n// right at the threshold of visibility. Each normalization is monotonic in its own cause, so\n// \"denser medium → more visible rim\" always holds, and no impossible combination can arise.\n\nconst clamp = (v: number, lo: number, hi: number) => (v < lo ? lo : v > hi ? hi : v);\nconst clamp01 = (v: number) => clamp(v, 0, 1);\n\n/** Reflectance at normal incidence: ((n−1)/(n+1))². For glass, n=1.5 gives 0.04. */\nexport const fresnelF0 = (ior: number) => ((ior - 1) / (ior + 1)) ** 2;\n\n/** Translation of the physical 4% into the render's working range. */\nconst FRESNEL_GAIN = 17.5;\n\nexport const fresnelStrength = (ior: number) => clamp01(fresnelF0(ior) * FRESNEL_GAIN);\n\n/** Exponent in the Schlick approximation — a constant of the model, not a knob. */\nexport const FRESNEL_EXPONENT = 5;\n\n/** Strength of ray bending. As n→1 the medium is indistinguishable from air; n=1.6 is taken as\n * full strength. */\nexport const refractionStrength = (ior: number) => clamp01((ior - 1) / 0.6);\n\n/** Magnification behind a plane-parallel plate: grows with thickness and with (1 − 1/n). */\nconst MAGNIFY_PER_DP = 0.006;\n\nexport const refractionScale = (ior: number, thicknessDp: number) =>\n 1 + MAGNIFY_PER_DP * thicknessDp * (1 - 1 / Math.max(ior, 1));\n\n/** In ordinary glasses the Abbe number falls as n rises — dispersion grows along with it. */\nconst DISPERSION_PER_IOR = 1.1;\n\nexport const dispersion = (ior: number) => clamp01((ior - 1) * DISPERSION_PER_IOR);\n\n/** Spread of the index between the red and blue channels. The physical value (~0.01 at an Abbe\n * number of 55) sits at the threshold of visibility — a stylization of the same monotonicity as\n * Fresnel's. */\nconst IOR_SPREAD_PER_DISPERSION = 0.045;\n\nexport const iorSpread = (ior: number) => dispersion(ior) * IOR_SPREAD_PER_DISPERSION;\n\n/** Beer–Lambert: how much the medium absorbs over a path of length `pathDp`. */\nconst ABSORB_PER_DP = 0.017;\n\nexport const absorption = (pathDp: number) => 1 - Math.exp(-ABSORB_PER_DP * Math.max(pathDp, 0));\n\n/**\n * Density at the bevel relative to the body. Not a separate quantity: at the rim the ray travels\n * LONGER through the medium by the bevel's width, and absorption over that path is greater. This\n * used to be a separate `edgeDensity` slider, which is how a thin bevel with a milky rim got\n * built — a state that doesn't occur in real glass.\n */\nexport const edgeDensity = (thicknessDp: number, bevelDp: number) => {\n const body = absorption(thicknessDp);\n if (body <= 0) return 1;\n return clamp(absorption(thicknessDp + bevelDp) / body, 1, 4);\n};\n\n/**\n * Backdrop haziness — surface roughness, not a separate blur setting.\n *\n * The ceiling is deliberately low. Blur in this model is a SUPPORTING device: it helps ink sit\n * over glass, but doesn't improve the picture on its own. Past roughly a dozen dp, letters under\n * the glass stop being letters and turn into a mush of pixels — no amount of legibility justifies\n * that. Separating content from the ink is body density's job, not blur's.\n */\nconst BLUR_MAX = 12;\n\nexport const blur = (roughness: number) => clamp01(roughness) * BLUR_MAX;\n\n/** A smooth surface gives a narrow highlight, a rough one a spread-out one. */\nexport const specularPower = (roughness: number) => 160 - clamp01(roughness) * 152;\n\n/** Highlight brightness — the same reflectance as Fresnel, damped by roughness. */\nexport const specularStrength = (ior: number, roughness: number) =>\n clamp01(fresnelStrength(ior) * (1 - clamp01(roughness) * 0.6));\n\n/**\n * Color of the medium. Never set by hand: in transparent media, hue is tied to density. Water\n * absorbs red and skews cool, ordinary glass is nearly neutral with a faint green, dense\n * high-index media skew warm. Lightness follows reflectance: the denser the medium, the more of\n * its surroundings it returns, and the lighter its body reads.\n */\nconst COOL = { r: 0.86, g: 1.0, b: 1.08 };\nconst NEUTRAL = { r: 1.0, g: 1.02, b: 0.99 };\nconst WARM = { r: 1.08, g: 1.0, b: 0.88 };\n\nconst mixHue = (a: typeof COOL, b: typeof COOL, t: number) => ({\n r: a.r + (b.r - a.r) * t,\n g: a.g + (b.g - a.g) * t,\n b: a.b + (b.b - a.b) * t,\n});\n\nexport function mediumTint(ior: number): { r: number; g: number; b: number } {\n const t = clamp01((ior - 1.2) / 0.55);\n const hue = t < 0.5 ? mixHue(COOL, NEUTRAL, t * 2) : mixHue(NEUTRAL, WARM, (t - 0.5) * 2);\n const lift = 0.34 + fresnelF0(ior) * 2.4;\n return { r: clamp01(hue.r * lift), g: clamp01(hue.g * lift), b: clamp01(hue.b * lift) };\n}\n\n/**\n * How far the rim gathers light AROUND the element.\n *\n * On real glass, at a grazing angle the eye receives not what's under the glass but the\n * surroundings: an object on a black table next to a lamp catches the lamp. So the radius is\n * noticeably larger than the bevel — it's the element's vicinity, not its rim. Without this,\n * glass on an empty black background has no source at all and honestly disappears.\n */\nconst GATHER_PER_BEVEL = 4;\n\n/**\n * Ceiling on the radius. Without it, a wide bevel would gather its surroundings from fifty-odd dp\n * away, and a READABLE copy of whatever sits nearby would appear inside the glass: eight samples\n * aren't enough to blur a disc that large (E-33, E-37). Real rims also gather light mostly from\n * nearby — an unbounded radius was a modeling mistake.\n */\nconst GATHER_MAX = 28;\n\nexport const gatherRadius = (bevelDp: number) =>\n clamp(Math.max(bevelDp, 1) * GATHER_PER_BEVEL, 4, GATHER_MAX);\n\n/**\n * The body's own density from absorption through its thickness. Small: glass has no color of its\n * own, the body only moves toward the tint under the legibility requirement (HIG \"Color\"),\n * otherwise it dims the content.\n */\nconst BODY_DENSITY = 0.05;\n\nexport const bodyDensity = (thicknessDp: number) => BODY_DENSITY * absorption(thicknessDp);\n\n/**\n * Highlight normalization. `fresnelStrength`'s ×17.5 factor is tuned for the rim highlight's\n * visibility and saturates at one for dense media; applying it to the highlight too would raise\n * body lightness harder than the glass had just separated it from the ink — eating its own\n * legibility work. This uses the physical scale instead.\n */\nconst EDGE_LIGHT_GAIN = 6;\n\n/** How much the rim picks up the light and color of its surroundings. The same reflectance as\n * Fresnel: no separate knob — a dense medium returns more of its surroundings by construction. */\n\nexport const edgeLight = (ior: number) => clamp01(fresnelF0(ior) * EDGE_LIGHT_GAIN);\n\n/**\n * THE SPECTRAL PART. Three phenomena — dispersion, diffraction and interference — share one\n * cause: index of refraction and phase both depend on wavelength. So there are no separate\n * \"rainbow strength\" knobs here: everything is derived from the medium's density and film\n * thickness.\n */\n\n/**\n * Rim iridescence is visible exactly as much as the REFLECTION is bright: interference lives in\n * the reflected ray, not the transmitted one. Hence the tie to Fresnel — there's no strength knob\n * of its own.\n */\nexport const iridescence = (ior: number, filmNm: number) =>\n filmNm <= 0 ? 0 : clamp01(fresnelStrength(ior) * 1.6);\n\n/**\n * Edge diffraction. Same λ-dependence as dispersion, so it shares its strength; the bevel sets\n * the fringe frequency — wide bevels give sparse fringes, sharp ones frequent (in the shader this\n * is divided by bevel width). The 0.5 normalization reflects the stylized render: at the physical\n * amplitude the fringes aren't visible at all.\n */\nexport const diffraction = (ior: number) => clamp01(dispersion(ior) * 0.5);\n\n/**\n * How much the body picks up the COLOR of its surroundings. This is multiple internal reflection:\n * the denser the medium, the more light it circulates inside itself, and the more strongly it's\n * tinted by what's around it. The ceiling is deliberately low — the tint has to stay a medium, not\n * become a flat color fill.\n */\nexport const colorPickup = (ior: number) => clamp(fresnelStrength(ior) * 0.9, 0, 0.42);\n","// VireGlass material model.\n//\n// Two distinct objects, and they must not be confused:\n//\n// VireGlassMaterial — CAUSES. What a piece of glass is described by: index of refraction,\n// thickness, bevel width, roughness, absorption color. This is what gets\n// configured.\n// VireGlassOptics — EFFECTS. Eighteen values the shaders need. Not configured: they're\n// derived (`resolveOptics`, physics in `optics.ts`).\n//\n// Before v4, what was exposed were the effects themselves — eighteen independent sliders. Half of\n// them are physically dependent, so combining them produced states that don't occur in real\n// glass: a thin bevel with a dense white rim, rim optics as a fraction of the element's own size.\n// Every such case was patched by adding yet another slider (`edgeDensity`, a size compensation) —\n// that is, compensating for physics that wasn't there. Here there's one cause, and the effects\n// are derived.\n\nimport {\n absorption,\n blur as blurFrom,\n dispersion as dispersionFrom,\n edgeDensity as edgeDensityFrom,\n gatherRadius as gatherRadiusFrom,\n fresnelStrength,\n FRESNEL_EXPONENT,\n mediumTint,\n refractionScale as refractionScaleFrom,\n refractionStrength,\n specularPower as specularPowerFrom,\n bodyDensity as bodyDensityFrom,\n edgeLight as edgeLightFrom,\n iridescence as iridescenceFrom,\n diffraction as diffractionFrom,\n colorPickup as colorPickupFrom,\n specularStrength,\n iorSpread as iorSpreadFrom,\n} from './optics';\n\nexport type VireGlassTint = { r: number; g: number; b: number };\n\nexport type VireGlassMaterial = {\n /** Index of refraction of the medium. Water 1.33, glass 1.5, sapphire 1.77. */\n ior: number;\n /** Glass thickness, dp. Drives center magnification and absorption. */\n thickness: number;\n /** Bevel width, dp. Absolute: on real glass the rim doesn't depend on the piece's size. */\n bevel: number;\n /** Surface roughness: backdrop haziness and highlight blur. */\n roughness: number;\n /** Response to device orientation, 0 means the light is locked to the screen. */\n environment: number;\n /** Not physics but a legibility requirement: how strongly the glass has to separate its own\n * lightness from the ink drawn over it. 0 means the glass is simply transparent. */\n legibility: number;\n /** Dimming layer UNDER the glass, 0..1. For the transparent (Clear) variant this is what\n * provides legibility: that glass has no adaptation, and without dimming the ink drowns over\n * bright content.\n *\n * Not to be confused with the mobile surface's `dim` prop: that one compensates for a platform\n * capture quirk (BlurView can't see a scrim drawn over the content), while this is a property\n * of the material itself. */\n dimming: number;\n /** Lightness of what the app draws OVER the glass: 1 is light icons and text, 0 is dark. A\n * cause, not a knob: the calling screen knows it. */\n ink: number;\n /** Minimum PRESENCE of the element itself: how far its body must stand off in lightness from\n * the backdrop behind it. Not the same as `legibility` — that's about the ink OVER the glass,\n * this is about the element itself. Over a uniform backdrop the glass has nothing to refract,\n * and the element disappears; for a control that's unacceptable. 0 means no presence is\n * required.\n *\n * The sign is taken FROM THE BACKDROP, not from ink polarity: over dark the body lightens,\n * over light it darkens. So the requirement works the same way on any backdrop. */\n presence: number;\n /** Surface film thickness, nm. This is where interference comes from: the optical path\n * difference in the film becomes comparable to the wavelength, and the reflection picks up\n * iridescence. 0 means no film. */\n film: number;\n};\n\nexport const MATERIAL_RANGES = {\n ior: [1, 2],\n thickness: [0, 60],\n bevel: [0, 40],\n roughness: [0, 1],\n environment: [0, 1],\n legibility: [0, 1],\n dimming: [0, 0.5],\n ink: [0, 1],\n presence: [0, 0.6],\n film: [0, 900],\n} as const satisfies Record<string, readonly [number, number]>;\n\nexport type VireGlassNumericKey = keyof typeof MATERIAL_RANGES;\n\n/** Radius over which the LOCAL backdrop lightness is taken, dp. Not per-pixel: otherwise the\n * glass chases individual strokes and a halo appears around letters beneath it. */\nexport const ADAPT_RADIUS = 22;\n\n/** Lens dimming on product surfaces — a flat fill over the backdrop. */\nexport const PRODUCT_DIM = 0.2;\n\nconst clamp = (v: number, lo: number, hi: number) => (v < lo ? lo : v > hi ? hi : v);\n\n/** The values the shaders need. Assembled from the material, never set by hand. */\nexport type VireGlassOptics = {\n blur: number;\n refraction: number;\n refractionScale: number;\n /** Bevel width in dp — an absolute property of the medium. */\n bevelDp: number;\n /** Radius over which the rim gathers light around the element. */\n gatherRadiusDp: number;\n fresnel: number;\n fresnelPower: number;\n specular: number;\n specularPower: number;\n dispersion: number;\n tint: VireGlassTint;\n tintStrength: number;\n edgeDensity: number;\n environment: number;\n legibility: number;\n /** Dimming of the content under the glass — the very layer of the Clear variant. */\n dimming: number;\n ink: number;\n /** Minimum presence of the element against the backdrop — in units of lightness. */\n presence: number;\n adaptRadius: number;\n bodyDensity: number;\n edgeLight: number;\n /** Film thickness, nm — passed straight to the shader: the path difference is computed in the\n * same units. */\n film: number;\n /** Strength of reflection iridescence. */\n iridescence: number;\n /** Strength of the edge diffraction fringes. */\n diffraction: number;\n /** How much the body is tinted by the color of its surroundings. */\n colorPickup: number;\n /** Index of refraction: the shader computes ray bending from it via Snell's law. */\n ior: number;\n /** Plate thickness, dp — before the correction for element size. */\n thicknessDp: number;\n /** Spread of the index between the red and blue channels — dispersion. */\n iorSpread: number;\n};\n\n// The product default — \"water\": lower index of refraction, thinner medium and bevel, an almost\n// smooth surface. Chosen on-device at the bench.\nexport const VIREGLASS_MATERIAL_V4: VireGlassMaterial = {\n ior: 1.33,\n thickness: 14,\n bevel: 5,\n roughness: 0.05,\n environment: 0.27,\n legibility: 0.26,\n dimming: 0,\n ink: 1,\n presence: 0.05,\n film: 340,\n};\n\n\n/**\n * Glass, not water. v4's index of refraction, 1.33, is water: almost no reflection at the rim,\n * almost no dispersion, 2% magnification. On screen that surface honestly reads as \"nothing much\",\n * and it was being mistaken for glass that wasn't rendering at all.\n *\n * 1.5 is ordinary glass. The effects follow from it on their own: reflection at the rim twice as\n * strong, dispersion one and a half times, ambient color pickup at its ceiling. Thickness is\n * raised a little too: it drives magnification, but absorption comes along with it, and\n * absorption is blackness.\n */\nexport const VIREGLASS_MATERIAL_V5: VireGlassMaterial = {\n ior: 1.5,\n thickness: 28,\n bevel: 6,\n roughness: 0.06,\n environment: 0.27,\n legibility: 0.26,\n dimming: 0,\n ink: 1,\n presence: 0.05,\n film: 340,\n};\n\n/**\n * Frosted sheet glass. The sheet sits over a LIVE screen, and it can't be transparent: transport\n * buttons and progress used to read right through it — the layout looked broken. Dimming doesn't\n * fix this (a flat scrim over a sharp picture doesn't hide it), so roughness is raised instead: it\n * drives `u_frost`, a floor on backdrop blur that the adaptive-blur ceiling doesn't reach.\n */\nexport const VIREGLASS_SHEET_MATERIAL: VireGlassMaterial = {\n ...VIREGLASS_MATERIAL_V5,\n roughness: 0.85,\n};\n/** The product's material. Consumers use this, not a specific version by name. */\n/**\n * Glass under large text (the lyrics panel in the player).\n *\n * The product material with NO change to optics — only `legibility` is raised. That's exactly its\n * reason to exist: \"text on me must stay readable.\" It adds density locally — denser over light\n * and busy backdrops, more transparent over an even dark one.\n *\n * A dedicated thick material (thickness 52, ior 1.58) used to sit here and was removed: medium\n * absorption grows with thickness, and the panel picked up a black fringe around its perimeter —\n * a sooty plate instead of glass. Don't turn thickness into a legibility knob; that's what\n * `legibility` is for.\n */\nexport const VIREGLASS_LYRICS_MATERIAL: VireGlassMaterial = {\n ...VIREGLASS_MATERIAL_V5,\n legibility: 0.95,\n};\n\n/**\n * Glass for controls — buttons, tiles, anything that gets pressed.\n *\n * THICK AND CLEAR, not the baseline: wider bevel, thickness up by half, higher index of\n * refraction and almost no roughness. Baseline glass is a lens over a calm backdrop; a control has\n * to read as an object you can pick up, and that's not done by a fill but by volume: a wide bevel\n * gives the rim something to catch, and thickness gives it depth.\n *\n * Thickness is set by BUILDUP AT THE RIM: on the reference control the stripe image under the\n * element bulges there by a factor of 1.85; ours came out at 1.36 at 30. Saturation sets in around\n * 44, and any extra thickness past that only adds absorption — hence 44, not more.\n *\n * It also drags `tintStrength` (= `absorption(thickness)`) along with it, and on the path WITHOUT\n * a native lens that sets body density: there the element is denser by 2.4 percentage points. On\n * the web the surface has no body at all; the effect only shows on Android below 13.\n *\n * `presence` is raised for the same reason: a piece of background is allowed to disappear over a\n * uniform canvas, a control isn't — it has to be visible before it's been tapped.\n *\n * IMPORTANT about size. The bevel is specified by the medium in dp and doesn't depend on the\n * element's size, but the geometry clamps it to half the smaller half-size (`MAX_BEVEL_FRACTION`).\n * On a 52 dp button that's 13 instead of 16 — a small element made of this glass ends up being\n * bevel all the way through. That's by design: a small piece of thick glass is supposed to look\n * like a lens, not a slab.\n */\nexport const VIREGLASS_CONTROL_MATERIAL: VireGlassMaterial = {\n ...VIREGLASS_MATERIAL_V5,\n ior: 1.69,\n thickness: 44,\n bevel: 8,\n roughness: 0.035,\n presence: 0.176,\n};\n\nexport const VIREGLASS_MATERIAL = VIREGLASS_MATERIAL_V5;\n\n/**\n * An element that CARRIES app ink (an icon, a line of text, cover art) has to keep it legible —\n * that's the reason `legibility` exists. An element with no ink has nothing to separate lightness\n * from, so the requirement is turned off for it: the model just promises it plain transparent\n * glass.\n *\n * The rule lives here, not with the consumer: otherwise the same icon button would get different\n * legibility on the web and on Android.\n */\nexport function materialForInk(material: VireGlassMaterial, carriesInk: boolean): VireGlassMaterial {\n // For the transparent variant, legibility is held by the dimming layer, not the body. Raising\n // its requirement would just turn it into ordinary glass, and the variants don't mix (219 §Clear).\n if (material.dimming > 0) return material;\n return { ...material, legibility: carriesInk ? VIREGLASS_LYRICS_MATERIAL.legibility : 0 };\n}\n\n/**\n * The transparent material variant (Clear). It has no adaptation — the glass stays consistently\n * more transparent, content beneath it shows through almost as-is, and legibility of the ink is\n * held by the dimming layer instead. Fit only where the reference's three conditions hold: the\n * element sits over media, the content can tolerate dimming, and the ink over it is large and\n * bright.\n */\nexport const VIREGLASS_CLEAR_MATERIAL: VireGlassMaterial = {\n ...VIREGLASS_MATERIAL,\n legibility: 0,\n presence: 0,\n // Apple's own numbers: 0.35 in the HIG Materials text, 0.3 in its own sample code. We take the\n // lower one — it comes from working code, not from prose, and Clear has to stay a window.\n dimming: 0.3,\n};\n\n/**\n * ACTIVE STATE as a state of the MEDIUM, not a highlight drawn over it.\n *\n * An active element is denser, clearer glass: higher index of refraction, thicker body, wider\n * bevel, less roughness. A bright rim, a strong highlight and greater presence all follow from\n * these causes on their own — assembling them separately would produce a state that doesn't occur\n * in real glass.\n *\n * `environment` is deliberately left untouched here. It sets how much the body is tinted by\n * what's beneath it, and at full strength an active button over cover art turned into a colored\n * blob: the state read as \"smudged\" rather than \"selected.\" A state indicator must not depend on\n * the backdrop — otherwise any image sliding underneath the element would fake it.\n */\nexport function activeMaterial(material: VireGlassMaterial, on: number): VireGlassMaterial {\n const k = Math.min(Math.max(on, 0), 1);\n return {\n ...material,\n ior: material.ior + 0.35 * k,\n thickness: material.thickness * (1 + 0.9 * k),\n bevel: material.bevel * (1 + 1.8 * k),\n roughness: material.roughness * (1 - 0.75 * k),\n presence: material.presence + 0.12 * k,\n };\n}\n\nexport function resolveMaterial(patch: Partial<VireGlassMaterial> = {}): VireGlassMaterial {\n const m = { ...VIREGLASS_MATERIAL, ...patch };\n const out = { ...m };\n for (const key of Object.keys(MATERIAL_RANGES) as VireGlassNumericKey[]) {\n const [lo, hi] = MATERIAL_RANGES[key];\n out[key] = clamp(out[key], lo, hi);\n }\n return out;\n}\n\n/** Causes → effects. All of the transition's physics lives in `optics.ts`. */\nexport function resolveOptics(patch: Partial<VireGlassMaterial> = {}): VireGlassOptics {\n const m = resolveMaterial(patch);\n return {\n blur: blurFrom(m.roughness),\n refraction: refractionStrength(m.ior),\n refractionScale: refractionScaleFrom(m.ior, m.thickness),\n bevelDp: m.bevel,\n gatherRadiusDp: gatherRadiusFrom(m.bevel),\n fresnel: fresnelStrength(m.ior),\n fresnelPower: FRESNEL_EXPONENT,\n specular: specularStrength(m.ior, m.roughness),\n specularPower: specularPowerFrom(m.roughness),\n dispersion: dispersionFrom(m.ior),\n tint: mediumTint(m.ior),\n tintStrength: absorption(m.thickness),\n edgeDensity: edgeDensityFrom(m.thickness, m.bevel),\n environment: m.environment,\n legibility: m.legibility,\n dimming: m.dimming,\n ink: m.ink,\n presence: m.presence,\n adaptRadius: ADAPT_RADIUS,\n bodyDensity: bodyDensityFrom(m.thickness),\n edgeLight: edgeLightFrom(m.ior),\n film: m.film,\n iridescence: iridescenceFrom(m.ior, m.film),\n diffraction: diffractionFrom(m.ior),\n colorPickup: colorPickupFrom(m.ior),\n ior: m.ior,\n thicknessDp: m.thickness,\n iorSpread: iorSpreadFrom(m.ior),\n };\n}\n\n/**\n * Frozen snapshots of the EFFECTS from the previous model. Kept as reference points until v4\n * settles: they can't be converted to causes — some of the values are internally inconsistent\n * (exactly why the move was made in the first place), and any \"equivalent\" material would be a\n * lie.\n */\nexport const LEGACY_OPTICS = {\n 'v3-manual': {\n blur: 4.32,\n refraction: 0.49,\n refractionScale: 1.05,\n bevelDp: 12.6,\n gatherRadiusDp: 40,\n fresnel: 0.77,\n fresnelPower: 2.86,\n specular: 0.3,\n specularPower: 74.58,\n dispersion: 0.54,\n tint: { r: 0.4, g: 0.4, b: 0.44 },\n tintStrength: 0.35,\n edgeDensity: 1.5,\n environment: 0.27,\n legibility: 0.55,\n dimming: 0,\n ink: 1,\n presence: 0,\n adaptRadius: ADAPT_RADIUS,\n bodyDensity: 0.14,\n edgeLight: 0.35,\n film: 0,\n iridescence: 0,\n diffraction: 0,\n colorPickup: 0,\n ior: 1.5,\n thicknessDp: 16,\n iorSpread: 0,\n },\n 'v2': {\n blur: 5,\n refraction: 0.95,\n refractionScale: 1.34,\n bevelDp: 14,\n gatherRadiusDp: 40,\n fresnel: 0.72,\n fresnelPower: 2.4,\n specular: 0.38,\n specularPower: 46,\n dispersion: 0.3,\n tint: { r: 0.4, g: 0.4, b: 0.44 },\n tintStrength: 0.1,\n edgeDensity: 3.63,\n environment: 0,\n legibility: 0,\n dimming: 0,\n ink: 1,\n presence: 0,\n adaptRadius: ADAPT_RADIUS,\n bodyDensity: 0.14,\n edgeLight: 0.35,\n film: 0,\n iridescence: 0,\n diffraction: 0,\n colorPickup: 0,\n ior: 1.5,\n thicknessDp: 16,\n iorSpread: 0,\n },\n 'v1': {\n blur: 12,\n refraction: 0.55,\n refractionScale: 1.14,\n bevelDp: 10,\n gatherRadiusDp: 40,\n fresnel: 0.5,\n fresnelPower: 3.2,\n specular: 0.42,\n specularPower: 58,\n dispersion: 0.22,\n tint: { r: 0.4, g: 0.4, b: 0.44 },\n tintStrength: 0.16,\n edgeDensity: 3.63,\n environment: 0,\n legibility: 0,\n dimming: 0,\n ink: 1,\n presence: 0,\n adaptRadius: ADAPT_RADIUS,\n bodyDensity: 0.14,\n edgeLight: 0.35,\n film: 0,\n iridescence: 0,\n diffraction: 0,\n colorPickup: 0,\n ior: 1.5,\n thicknessDp: 16,\n iorSpread: 0,\n },\n} as const satisfies Record<string, VireGlassOptics>;\n\nexport type LegacyOpticsName = keyof typeof LEGACY_OPTICS;\nexport const LEGACY_NAMES = Object.keys(LEGACY_OPTICS) as LegacyOpticsName[];\n\n/** Material presets: points in the space of CAUSES, not a set of ready-made effects. */\nexport const MATERIAL_PRESETS = {\n water: VIREGLASS_MATERIAL_V4,\n glass: { ...VIREGLASS_MATERIAL_V4, ior: 1.45, thickness: 25, bevel: 12.6, roughness: 0.17 },\n crystal: { ...VIREGLASS_MATERIAL_V4, ior: 1.7, thickness: 30, bevel: 16, roughness: 0.02 },\n frosted: { ...VIREGLASS_MATERIAL_V4, roughness: 0.55 },\n thick: { ...VIREGLASS_MATERIAL_V4, thickness: 48, bevel: 22 },\n thin: { ...VIREGLASS_MATERIAL_V4, thickness: 4, bevel: 3 },\n iridescent: { ...VIREGLASS_MATERIAL_V4, ior: 1.5, thickness: 8, bevel: 6, film: 620 },\n} as const satisfies Record<string, VireGlassMaterial>;\n\nexport type MaterialPresetName = keyof typeof MATERIAL_PRESETS;\nexport const PRESET_NAMES = Object.keys(MATERIAL_PRESETS) as MaterialPresetName[];\n\nexport const EFFECTS = [\n 'backdrop',\n 'blur',\n 'refraction',\n 'fresnel',\n 'bevel',\n 'specular',\n 'dispersion',\n 'tint',\n 'environment',\n 'legibility',\n 'interference',\n 'diffraction',\n] as const;\n\nexport type VireGlassEffect = (typeof EFFECTS)[number];\nexport type VireGlassToggles = Record<VireGlassEffect, boolean>;\n\nexport const ALL_EFFECTS_ON: VireGlassToggles = EFFECTS.reduce(\n (acc, e) => ({ ...acc, [e]: true }),\n {} as VireGlassToggles,\n);\n\n/**\n * A toggle zeroes out an EFFECT, it isn't a branch in the shader: the ON/OFF comparison runs on\n * one shader variant, otherwise two different programs would be getting compared. It operates on\n * optics, not on the material: a cause can't be zeroed out — it drags half a dozen effects along\n * with it. `backdrop` isn't handled by a toggle here: it decides whether to mount the BlurView at\n * all.\n */\nexport function applyToggles(\n optics: VireGlassOptics,\n toggles: Partial<VireGlassToggles> = {},\n): VireGlassOptics {\n const on = { ...ALL_EFFECTS_ON, ...toggles };\n const o = { ...optics, tint: { ...optics.tint } };\n if (!on.blur) o.blur = 0;\n if (!on.refraction) {\n o.refraction = 0;\n o.refractionScale = 1;\n o.ior = 1;\n }\n if (!on.fresnel) o.fresnel = 0;\n if (!on.bevel) o.bevelDp = 1;\n if (!on.specular) o.specular = 0;\n if (!on.dispersion) {\n o.dispersion = 0;\n o.iorSpread = 0;\n }\n if (!on.tint) o.tintStrength = 0;\n if (!on.environment) o.environment = 0;\n if (!on.legibility) {\n o.legibility = 0;\n // The dimming layer is the same answer to the legibility requirement, just for the\n // transparent variant.\n o.dimming = 0;\n }\n if (!on.interference) o.iridescence = 0;\n if (!on.diffraction) o.diffraction = 0;\n return o;\n}\n\n/** Order = the `u_debug` value in both shaders. Bench-only. */\nexport const DEBUG_MODES = [\n 'normal',\n 'sdf',\n 'mask',\n 'edge',\n 'fresnel',\n 'refraction',\n 'backdrop',\n 'specular',\n 'dispersion',\n 'normals',\n 'spectral',\n 'adapt',\n 'probe',\n] as const;\n\nexport type VireGlassDebugMode = (typeof DEBUG_MODES)[number];\n\nexport function debugIndex(mode: VireGlassDebugMode): number {\n return DEBUG_MODES.indexOf(mode);\n}\n","import type { VireGlassOptics } from './material';\n\n/** Glass shape in dp. Circle and capsule are special cases of a rounded rectangle. */\nexport type VireGlassGeometry = {\n width: number;\n height: number;\n cornerRadius: number;\n};\n\nexport const circleGeometry = (size: number): VireGlassGeometry => ({\n width: size,\n height: size,\n cornerRadius: size / 2,\n});\n\nexport const capsuleGeometry = (width: number, height: number): VireGlassGeometry => ({\n width,\n height,\n cornerRadius: Math.min(width, height) / 2,\n});\n\nexport const roundedRectGeometry = (\n width: number,\n height: number,\n cornerRadius: number,\n): VireGlassGeometry => ({ width, height, cornerRadius });\n\nexport const halfMinDp = (g: VireGlassGeometry) => Math.max(Math.min(g.width, g.height) / 2, 1);\n\n/** Viewport margin for a drop that overshoots past the finger: a fraction of the element's half\n * size beyond the drag travel itself. The drop overshoots the body by no more than `dragLimit`,\n * and stitching adds smoothing on top of that — this term covers it too. */\nexport const MAX_STRETCH = 0.34;\n\n/**\n * Bigger element, thicker glass: a stronger lens, a deeper shadow (docs/reference.md §1). Bevel\n * and material thickness are specified for an element at a reference half-size and grow as the\n * square root of size.\n */\nconst SIZE_REF_DP = 24;\nexport const sizeGain = (g: VireGlassGeometry) =>\n Math.min(Math.max(Math.sqrt(halfMinDp(g) / SIZE_REF_DP), 0.8), 2.4);\n\n/** A bevel wider than this fraction of the half-size breaks the SDF: the roundings converge in\n * the middle. */\nexport const MAX_BEVEL_FRACTION = 0.65;\n\nexport const bevelFraction = (g: VireGlassGeometry, o: VireGlassOptics) =>\n Math.min(MAX_BEVEL_FRACTION, (o.bevelDp * sizeGain(g)) / halfMinDp(g));\n\nexport const bevelDp = (g: VireGlassGeometry, o: VireGlassOptics) =>\n Math.max(bevelFraction(g, o) * halfMinDp(g), 1);\n\nexport const thicknessDp = (g: VireGlassGeometry, o: VireGlassOptics) =>\n o.thicknessDp * sizeGain(g);\n\n/** Glass height right at the silhouette, a fraction of thickness: without it there's nothing at\n * the edge to bend the ray. */\nexport const RIM_FRACTION = 0.85;\n\nexport const rimDp = (g: VireGlassGeometry, o: VireGlassOptics) => thicknessDp(g, o) * RIM_FRACTION;\n\n/** Bigger element, deeper and wider shadow (M 7:14). */\nexport const shadowReachDp = (g: VireGlassGeometry) =>\n Math.min(Math.max(halfMinDp(g) * 0.65, 6), 36);\n\n/** How far the second morph shape reaches past the first one's bounds. Without this margin the\n * fused shape gets clipped by the canvas edge and the experiment shows the wrong thing. */\nexport function morphReachDp(\n g: VireGlassGeometry,\n morph?: { offsetX: number; offsetY: number; width: number; height: number; smoothing: number },\n): number {\n if (!morph || morph.smoothing <= 0) return 0;\n return Math.max(\n 0,\n Math.abs(morph.offsetX) + morph.width / 2 - g.width / 2,\n Math.abs(morph.offsetY) + morph.height / 2 - g.height / 2,\n );\n}\n\n/**\n * Quantization step for the margin. The margin only needs to cover the sampling — its exact value\n * doesn't matter, but changing it every frame is expensive: the native lens view gets re-laid-out\n * and re-sets its `RenderEffect`. While dragging a panel or morphing, the margin used to drift\n * continuously, and that produced visible stutter. Round up to the step — size changes rarely.\n */\nconst PAD_STEP = 8;\nconst quantise = (v: number) => Math.ceil(v / PAD_STEP) * PAD_STEP;\n\n/**\n * Margin around the lens view on each side: beyond it, the shader has nothing to sample.\n *\n * FOUR things have to fit in here. The refraction sample with aberrations. The blur radius —\n * it also samples around the point. The gather radius — the rim picks it up from outside the\n * shape, and without the margin it goes black exactly where it should be catching the\n * surroundings. And drag travel: the lens view moves with the finger, but its bounds don't, and\n * the sample falls off the edge, which is how layers from under the glass leak through.\n */\nexport function lensPadDp(\n g: VireGlassGeometry,\n o: VireGlassOptics,\n morph?: Parameters<typeof morphReachDp>[1],\n dragLimit = 0,\n): number {\n const sampling = Math.max(o.blur, o.gatherRadiusDp);\n const stretch = halfMinDp(g) * MAX_STRETCH;\n return quantise(sampling + dragLimit + stretch + morphReachDp(g, morph) + 2);\n}\n\n/**\n * Margin around the surface canvas: the shadow reaches outside the shape, and dragging shifts it\n * further still.\n *\n * The multiplier is smaller than the shadow's full reach: under the finger, the shader for a\n * rising element multiplies the radius by 1.55, and the very end of that tail falls outside the\n * margin. Left that way on purpose — at the margin's edge it's at 1.2% alpha (2.5% before the\n * shadow was softened), and raising the multiplier means growing every surface view's area. If\n * that tail ever shows up on a device, fix it here.\n */\nexport function surfacePadDp(\n g: VireGlassGeometry,\n dragLimit = 0,\n morph?: Parameters<typeof morphReachDp>[1],\n): number {\n return quantise(shadowReachDp(g) * 1.2 + dragLimit + morphReachDp(g, morph) + 2);\n}\n\n/**\n * SHADOW DENSITY BY WHAT'S UNDER THE ELEMENT. Reference 219 @11:47, verbatim: \"increases the\n * opacity of its shadow when it is over text… lowers the opacity of its shadow when it is over a\n * solid light background.\" This is about content BEHIND THE ELEMENT, so it's a single value per\n * element, not a field over the shadow's area.\n *\n * The law lives here, not at the bench: while it was baked into the web renderer, shadows on\n * Android never adapted at all. The endpoints were checked against the reference by the depth of\n * the dip under the element — docs/benchmarks.md.\n */\nconst SHADOW_FLAT = 0.8;\nconst SHADOW_BUSY_GAIN = 6;\nconst SHADOW_BUSY_RISE = 1.2;\nconst SHADOW_STEP = 0.05;\n\nexport function shadowOpacity(busy: number): number {\n return SHADOW_FLAT + Math.min(Math.max(busy, 0) * SHADOW_BUSY_GAIN, SHADOW_BUSY_RISE);\n}\n\n/** Same thing for platforms where the measurement flows through state: quantized coarsely, like\n * the ambient color, otherwise every probe sample would trigger a surface repaint. */\nexport function shadowOpacityFrom(sample: { busy: number }): number {\n return Math.round(shadowOpacity(sample.busy) / SHADOW_STEP) * SHADOW_STEP;\n}\n","// The single description of VireGlass geometry. Both shaders draw it from here: the SKSL surface\n// (`surface-shader.ts`) and the AGSL lens (`lens-shader.ts`, shipped as a string into the native\n// view). AGSL and SKSL are the same language, so the SDF no longer needs duplicating in Kotlin:\n// before, the surface's circle and the lens's rounded rectangle described different pieces of\n// glass, and the bevel constant had to be kept in sync by hand (docs/adr-001-rendering.md §3).\nexport const VG_SDF = `\nfloat vgRoundRect(float2 p, float2 halfSize, float corner) {\n float2 q = abs(p) - halfSize + corner;\n return min(max(q.x, q.y), 0.0) + length(max(q, float2(0.0))) - corner;\n}\n\nfloat vgSmin(float a, float b, float k) {\n float h = clamp(0.5 + 0.5 * (b - a) / k, 0.0, 1.0);\n return mix(b, a, h) - k * h * (1.0 - h);\n}\n\n// A scene is a single shape, and when k > 0 a smooth union with one or two neighbors. A third\n// shape exists to break the control into pieces (docs/reference.md §5): there are two bridges\n// there. It's turned off with a zero size, not its own k: the fused body shares one bridge.\nfloat vgScene(float2 p, float2 halfSize, float corner,\n float2 offsetB, float2 halfB, float cornerB, float k,\n float2 offsetC, float2 halfC, float cornerC) {\n float a = vgRoundRect(p, halfSize, corner);\n if (k <= 0.0) { return a; }\n float ab = vgSmin(a, vgRoundRect(p - offsetB, halfB, cornerB), k);\n if (halfC.x <= 0.0) { return ab; }\n return vgSmin(ab, vgRoundRect(p - offsetC, halfC, cornerC), k);\n}\n\n// Response to a finger. It's the FIELD around the touch point that deforms, not the shape's\n// bounding box: scaling width to pull the right edge would also pull the left one — liquid\n// doesn't behave that way. Here the displacement falls off with distance from the finger, so the\n// far edge stays put.\n//\n// The order of the terms matters: drag shifts the field, press pulls it toward the finger, the\n// wave rides on top of the already-shifted field — otherwise the ripple decouples from the\n// deformation and lives a life of its own.\nfloat2 vgTouchWarp(float2 p, float2 touch, float2 pull, float press, float radius,\n float waveAmp, float wavePhase) {\n if (radius <= 0.0) { return p; }\n // Under the finger the whole element grows (M 3:51; HIG: interactive \"expands\").\n p /= 1.0 + 0.06 * press;\n float2 d = p - touch;\n float r = length(d);\n\n // The finger is a BLOB, not a point, but not a hard stamp either: a wide peak, soft edges. A\n // flat plateau with a sharp cutoff at the edge shifts the region as a block, and a straight\n // line under the glass breaks into a step — the deformation reads as rectangular even though\n // the finger is round. A double smoothstep gives the same contact width without that step.\n //\n // The influence cuts off at the radius rather than fading into an infinite tail like a\n // Gaussian: with a tail the deformation spreads into a \"rubber mattress\" bulge.\n float k = clamp((radius - r) / radius, 0.0, 1.0);\n float s = k * k * (3.0 - 2.0 * k);\n float core = s * s * (3.0 - 2.0 * s);\n // A ring around the blob: material displaced from under the finger has to end up somewhere.\n // Without this ridge the shape just balloons, and a dense medium doesn't behave that way.\n float rim = k * k * (1.0 - k) * 4.0;\n\n float2 q = p - pull * (core - 0.42 * rim);\n q -= d * (press * 0.16 * core);\n\n // The wave has its own scale, twice the drag radius: the ripple has to reach the far edge,\n // otherwise it reads as jitter under the finger rather than a wave across the surface. The\n // wavelength is short: in a dense medium ripples are frequent and small, long shallow swells\n // are water.\n if (waveAmp > 0.0 && r > 0.0001) {\n float span = radius * 2.0;\n float ring = sin(r / (span * 0.17) - wavePhase * 6.2831853) * exp(-r / (span * 0.7));\n q -= (d / r) * ring * waveAmp;\n }\n return q;\n}\n\n// Analytical normal of a single shape: radial on the rounded part, axis-aligned on the straight\n// segments.\nfloat2 vgRoundRectNormal(float2 p, float2 halfSize, float corner) {\n float2 q = abs(p) - halfSize + corner;\n float2 g = (q.x > 0.0 && q.y > 0.0)\n ? normalize(max(q, float2(0.0001)))\n : (q.x > q.y ? float2(1.0, 0.0) : float2(0.0, 1.0));\n return g * sign(p);\n}\n\n// Normal of the union — ANALYTICAL, no more finite differences here.\n//\n// Derivation: smin has two terms, mix(b,a,h) and −k·h·(1−h). Their derivatives with respect to h\n// contain a factor of (1−2h) with opposite signs and cancel exactly, because h is linear in\n// (b−a)/k. What's left is mix(∇b, ∇a, h) — that is, the two shapes' normals, blended with the\n// same weight that blends the distances themselves.\n//\n// The previous version took four ADDITIONAL scene evaluations per pixel (each one — two shapes\n// plus smin) and was still an approximation. Here there are two shapes, exactly.\nfloat2 vgSceneNormal(float2 p, float2 halfSize, float corner,\n float2 offsetB, float2 halfB, float cornerB, float k,\n float2 offsetC, float2 halfC, float cornerC) {\n float2 na = vgRoundRectNormal(p, halfSize, corner);\n if (k <= 0.0) { return na; }\n float2 q = p - offsetB;\n float a = vgRoundRect(p, halfSize, corner);\n float b = vgRoundRect(q, halfB, cornerB);\n float h = clamp(0.5 + 0.5 * (b - a) / k, 0.0, 1.0);\n float2 nab = normalize(mix(vgRoundRectNormal(q, halfB, cornerB), na, h) + float2(1e-5, 1e-5));\n if (halfC.x <= 0.0) { return nab; }\n // Same derivation as for the pair: normals blend with the same weight as the distances.\n float2 qc = p - offsetC;\n float ab = vgSmin(a, b, k);\n float c = vgRoundRect(qc, halfC, cornerC);\n float hc = clamp(0.5 + 0.5 * (c - ab) / k, 0.0, 1.0);\n return normalize(mix(vgRoundRectNormal(qc, halfC, cornerC), nab, hc) + float2(1e-5, 1e-5));\n}\n\n// Position within the bevel: 0 is the flat middle, 1 is the very edge. This one value feeds the\n// mask, thickness, refraction, aberrations and the width of the light rim.\nfloat vgBevelT(float sd, float bevel) {\n return clamp((sd + bevel) / bevel, 0.0, 1.0);\n}\n\n// Slope of the bevel profile — spherical: t / sqrt(1 - t²), like a spherical cap. The previous t²\n// kept the slope near zero through almost the whole bevel and then shot up right at the edge, so\n// all the optics bunched into a narrow ring and the element read as a PUCK — a flat top and a\n// wall around the rim. Here curvature is spread across the bevel, and the rim stops being a line.\n//\n// This still doesn't control the field of view: only the bevel bends, the middle stays flat,\n// otherwise the surface reads as a soap bubble.\nfloat vgBevelSlope(float t) {\n return min(t * inversesqrt(max(1.0 - t * t * 0.94, 0.02)), 3.2);\n}\n\n// PROGRESS FRACTION. Progress is an active state turned into a FIELD: to the left of the boundary\n// the element is active, to the right it stays regular glass, and the boundary moves. A negative\n// value turns the field off entirely — zero is taken by the start of the track and can't also\n// mean off.\n//\n// The boundary is SOFT. A hard seam reads as two different materials glued together rather than\n// two states of one; the transition width is a fraction of the half-width, so it doesn't read as\n// a thread on a large element and doesn't swallow a small one whole.\nfloat vgProgress(float2 p, float2 halfSize, float progress) {\n if (progress < 0.0) { return 0.0; }\n float edge = mix(-halfSize.x, halfSize.x, clamp(progress, 0.0, 1.0));\n float soft = max(halfSize.x * 0.05, 1.0);\n return 1.0 - smoothstep(edge - soft, edge + soft, p.x);\n}\n`;\n\n/** Rate at which the offset builds toward the rim. Shared between the lens (actual sampling\n * offset) and the surface (visualizing the displacement field in debug mode) — otherwise they'd\n * drift apart. */\nexport const VG_FALLOFF = 2.6;\n","import { VG_SDF } from './sdf';\n\n// The lens source is assembled HERE and ships to the native view as a prop: AGSL and SKSL are one\n// language, so the lens's and the surface's geometry are literally the same string (`VG_SDF`).\n//\n// Glass is a thick plate with a convex rounded edge (docs/reference.md §1). A ray from above\n// refracts at the top face and lands on the content shifted INWARD relative to the shape: the\n// middle isn't shifted, the rim shows what lies beneath the body of the element.\n//\n// Uniforms, apart from the view's own geometry, arrive over a SHARED CHANNEL (`adapters.ts` →\n// `uniformNames`/`uniformSizes`/`uniformValues`). There are no more separate Props per value:\n// those were exactly what let a typo silently turn the lens off (docs/material-lab.md E-01).\nexport const LENS_SHADER = `\nuniform shader content;\n\n// Known only to the view itself: its own size and its own place on screen.\nuniform float2 u_center;\nuniform float u_reach;\nuniform float2 u_contentMin;\nuniform float2 u_contentMax;\n// Backdrop estimate UNDER the glass from the native probe: lightness, variegation and average\n// color, already smoothed over time. Negative lightness means the probe hasn't reported yet —\n// fall back to our own samples.\nuniform float u_probeLuma;\nuniform float u_probeBusy;\n// The endpoints of the lightness range under the glass: right at a black/white border the\n// average reads as a gray that says \"everything's fine,\" while the ink drowns over the light\n// half.\nuniform float2 u_probeRange;\n// Slope of lightness across the surface, fraction per half-size: tinting is a gradient — one\n// density per element wouldn't separate the ink from both halves of the backdrop.\nuniform float2 u_probeSlope;\nuniform float3 u_probe;\n\n// Material — over the shared channel from JS, already in device pixels.\nuniform float2 u_halfSize;\nuniform float u_corner;\nuniform float u_bevel;\nuniform float u_thick;\nuniform float u_rim;\nuniform float u_ior;\nuniform float u_iorSpread;\nuniform float2 u_light;\nuniform float u_appear;\nuniform float4 u_accent;\nuniform float u_frost;\nuniform float u_ink;\nuniform float u_legibility;\nuniform float u_dim;\nuniform float u_presence;\nuniform float u_progress;\nuniform float u_adaptRadius;\nuniform float u_bodyDensity;\nuniform float u_edgeLight;\nuniform float u_fresnel;\nuniform float u_specular;\nuniform float u_reflectReach;\nuniform float u_film;\nuniform float u_iridescence;\nuniform float u_diffraction;\nuniform float u_colorPickup;\nuniform float2 u_morphOffset;\nuniform float2 u_morphHalf;\nuniform float u_morphCorner;\nuniform float u_morphK;\nuniform float2 u_morph2Offset;\nuniform float2 u_morph2Half;\nuniform float u_morph2Corner;\nuniform float u_debug;\nuniform float2 u_touch;\nuniform float2 u_pull;\nuniform float u_touchPress;\nuniform float u_touchRadius;\nuniform float2 u_wave;\n\n${VG_SDF}\n\n// Sample count for the disc gather: fewer than this reads as a staircase of copies at a sharp edge.\nconst int VG_FROST_TAPS = 20;\n// The sample count grows with the disc's area: estimator noise is the spread under the glass\n// divided by the square root of the sample count. The ceiling is cost: texture sampling is the\n// most expensive thing here.\nconst int VG_FROST_TAPS_MAX = 64;\n// The radius correction for backdrop compression at the rim is capped: at the silhouette it goes\n// to infinity.\nconst float VG_FOOTPRINT_MAX = 1.8;\nconst float VG_TAU = 6.28318530718;\n// Ceiling on body lightness under light ink (and the mirrored floor under dark ink). This is a\n// ceiling, not a difference: \"0.14 darker than white\" is a lightness of 0.86, at which white text\n// is invisible.\nconst float VG_BODY_CAP_LOOSE = 0.62;\nconst float VG_BODY_CAP_TIGHT = 0.38;\n// Tint lightness in both directions: real glass is never coal-black or paper-white.\nconst float VG_TINT_DARK = 0.07;\nconst float VG_TINT_LIGHT = 0.94;\n// Reference channel wavelengths, nm — for diffraction and interference.\nconst float3 VG_LAMBDA = float3(610.0, 550.0, 460.0);\n// Film index of refraction: every thin film on glass sits around this value.\nconst float VG_FILM_IOR = 1.35;\n// Ceiling on the profile's slope right at the silhouette: it goes to infinity there.\nconst float VG_SLOPE_MAX = 40.0;\n// Fraction of the gather radius that scattering reaches over a busy backdrop under ink (M 11:47).\n// Set against the reference: there, structure under the capsule fades by a factor of 9-10, not\n// thirty.\nconst float VG_SCATTER_MAX = 0.20;\nconst float VG_SCATTER_BASE = 0.1;\n// The response to structure under the glass saturates early: what competes with the ink isn't\n// the area of foreign text but the mere fact that it's there (a line under a tile gives a busy\n// of about 0.12).\nconst float VG_STRUCTURE_GAIN = 20.0;\n// How much denser the body with ink gets over a BUSY backdrop than over a calm one. There's no\n// flat floor here: legibility picks up its own targeted requirement further down, and base\n// frosting comes from VG_MATTE_LIFT.\nconst float VG_GROUND_SPAN = 0.06;\n// Scattered light on a frosted element is an ADDITION on top of the backdrop, not a fraction of\n// the way to the tint: the fraction goes to zero once the canvas reaches the tint's lightness,\n// and darkens past it (docs/benchmarks.md).\nconst float VG_MATTE_LIFT = 0.10;\n// The fraction of backdrop spread that survives through to the body past scattering: the\n// legibility requirement is computed from this edge, not from the spot's average lightness.\nconst float VG_BUSY_EDGE = 0.75;\n// Light concentration: the body is a touch lighter than what's beneath it (M 2:29).\nconst float VG_CONCENTRATE = 0.01;\n// The lightness the medium pulls content under the glass toward, and the strength of that pull.\n// The medium both removes light and mixes in scattered light: over a light backdrop the body\n// darkens, over a dark one it lightens.\nconst float VG_MEDIUM_LUMA = 0.40;\nconst float VG_MEDIUM_PULL = 0.07;\n// How much ambient light reaches the body on top of the pull.\nconst float VG_AMBIENT_SPILL = 0.01;\n\nfloat vgLuma(float3 c) { return dot(c, float3(0.2126, 0.7152, 0.0722)); }\n\n// Un-premultiply into ordinary color. One division, done in float: near zero, half's step is too\n// coarse, and several divisions in a row raise noise.\nfloat3 vgUnpack(half4 c) {\n float a = float(c.a);\n return a > 0.004 ? float3(c.rgb) / a : float3(0.0);\n}\n\n// The capture ends at the screen edge: samples are clamped to the rectangle where content\n// actually exists, otherwise full-width glass picked up a band of emptiness along its edges.\nfloat2 vgInContent(float2 q) { return clamp(q, u_contentMin, u_contentMax); }\n\n// Hue without lightness. Below the threshold the color has no hue, and the division blows up.\nfloat3 vgHue(float3 c) {\n float l = vgLuma(c);\n if (l < 0.02) { return float3(1.0); }\n return clamp(c / l, float3(0.0), float3(2.0));\n}\n\n// Edge profile — a convex squircle: x = 0 at the silhouette, 1 where the rounding turns flat.\nfloat vgRimQ(float x) {\n float k = 1.0 - x;\n return sqrt(sqrt(max(1.0 - k * k * k * k, 0.0)));\n}\n\nfloat vgRimQd(float x) {\n float k = 1.0 - x;\n return k * k * k / pow(max(1.0 - k * k * k * k, 1e-5), 0.75);\n}\n\n// Glass height above the content at distance e from the silhouette.\nfloat vgHeight(float e, float w) {\n return mix(u_rim, u_thick, vgRimQ(clamp(e / w, 0.0, 1.0)));\n}\n\n// Slope of the top face at the same point: the derivative of height with respect to distance\n// from the silhouette.\nfloat vgSlope(float e, float w) {\n if (e >= w) { return 0.0; }\n return min((u_thick - u_rim) / w * vgRimQd(clamp(e / w, 0.0, 1.0)), VG_SLOPE_MAX);\n}\n\n// Where a ray falling from above lands on a face with normal N: Snell's law refraction, then a\n// path of length z through the medium to the content. The convex face bends the ray toward the\n// normal — that is, inward relative to the shape.\nfloat2 vgShift(float3 N, float z, float ior) {\n float3 T = refract(float3(0.0, 0.0, -1.0), N, 1.0 / ior);\n return z * T.xy / max(-T.z, 0.05);\n}\n\n// Thin-film interference: optical path difference 2·n·d·cosθt, each channel with its own λ.\n// Returns a hue normalized to its own average — it colors, but doesn't lighten.\nfloat3 vgInterference(float cosI) {\n float sinT2 = (1.0 - cosI * cosI) / (VG_FILM_IOR * VG_FILM_IOR);\n float cosT = sqrt(max(1.0 - sinT2, 0.0));\n float opd = 2.0 * VG_FILM_IOR * u_film * cosT;\n float3 i = 0.5 + 0.5 * cos(VG_TAU * opd / VG_LAMBDA + 3.14159265);\n return i / max((i.r + i.g + i.b) / 3.0, 0.001);\n}\n\n// Edge diffraction: fringes get denser the sharper the bevel. Also a hue, not a brightness.\nfloat3 vgDiffraction(float distFromEdge, float bevel) {\n float phase = VG_TAU * 4.0 * distFromEdge / max(bevel, 1.0);\n float3 d = 0.5 + 0.5 * cos(phase * (550.0 / VG_LAMBDA));\n return d / max((d.r + d.g + d.b) / 3.0, 0.001);\n}\n\nfloat vgHash(float2 p) {\n return fract(sin(dot(p, float2(12.9898, 78.233))) * 43758.5453);\n}\n\n// Soft compression instead of a hard clamp: over a white backdrop, additions used to knock a\n// channel to one, and the glass turned into a flat blob with no detail.\nfloat3 vgSoftClip(float3 c) {\n float3 over = max(c - 0.86, float3(0.0));\n return min(c, float3(0.86)) + over * 0.14 / (0.14 + over);\n}\n\n// Our own blur: the capture is left clean, the shader does the blurring — averaging in float\n// smooths banding on its own and adds no noise of its own. A golden-angle spiral, rotated to its\n// own angle at every pixel: with a shared angle, neighboring pixels took the same samples, and\n// texture under the glass read in clumps. Accumulated premultiplied — one shared un-premultiply\n// at the end.\nfloat4 vgGather(float2 q, float radius, float2 seed) {\n float4 acc = float4(content.eval(vgInContent(q)));\n if (radius <= 0.25) { return acc; }\n if (radius < 4.0) {\n float r = radius * 0.7;\n acc += float4(content.eval(vgInContent(q + float2(r, 0.0))))\n + float4(content.eval(vgInContent(q - float2(r, 0.0))))\n + float4(content.eval(vgInContent(q + float2(0.0, r))))\n + float4(content.eval(vgInContent(q - float2(0.0, r))));\n return acc * 0.2;\n }\n float ca = cos(2.39996323);\n float sa = sin(2.39996323);\n float a0 = vgHash(seed) * 6.28318530718;\n float2 dir = float2(cos(a0), sin(a0));\n float wide = radius * 0.5;\n int taps = int(clamp(float(VG_FROST_TAPS) * wide * wide, float(VG_FROST_TAPS), float(VG_FROST_TAPS_MAX)));\n for (int i = 1; i <= VG_FROST_TAPS_MAX; i++) {\n if (i > taps) { break; }\n dir = float2(dir.x * ca - dir.y * sa, dir.x * sa + dir.y * ca);\n float r = radius * sqrt(float(i) / float(taps));\n acc += float4(content.eval(vgInContent(q + dir * r)));\n }\n return acc / float(taps + 1);\n}\n\nhalf4 main(float2 xy) {\n float2 p = vgTouchWarp(xy - u_center, u_touch, u_pull, u_touchPress, u_touchRadius, u_wave.x, u_wave.y);\n float sd = vgScene(p, u_halfSize, u_corner, u_morphOffset, u_morphHalf, u_morphCorner, u_morphK,\n u_morph2Offset, u_morph2Half, u_morph2Corner);\n // There's nothing outside the glass — except the light it spills onto the backdrop under the\n // finger (M 3:38): the same concentrated ambient as inside, so no white halo appears over a\n // dark backdrop.\n if (sd > 1.0) {\n float spill = u_touchPress * exp(-sd / max(min(u_halfSize.x, u_halfSize.y) * 0.5, 4.0)) * 0.5 * u_appear;\n if (spill < 0.004) { return half4(0.0); }\n float3 lit = clamp((u_probeLuma >= 0.0 ? u_probe : float3(0.35)) * 1.6 + float3(0.1), float3(0.0), float3(1.0));\n return half4(half3(lit * spill), half(spill));\n }\n\n float bevel = max(u_bevel, 1.0);\n float e = max(-sd, 0.0);\n // 0 in the flat middle, 1 at the silhouette.\n float t = 1.0 - clamp(e / bevel, 0.0, 1.0);\n float2 n = vgSceneNormal(p, u_halfSize, u_corner, u_morphOffset, u_morphHalf, u_morphCorner, u_morphK,\n u_morph2Offset, u_morph2Half, u_morph2Corner);\n\n // \"backdrop\" mode hands back the content as-is — a reference point for comparing the optics.\n float on = u_debug > 5.5 && u_debug < 6.5 ? 0.0 : 1.0;\n float lens = on * u_appear;\n\n float z = vgHeight(e, bevel);\n float slope = vgSlope(e, bevel);\n float3 N = normalize(float3(n * slope, 1.0));\n float2 shift = vgShift(N, z, u_ior) * lens;\n float2 s = u_center + p + shift;\n\n // The area the lens gathers into one pixel: a one-pixel step inward on screen, measured\n // against the sampling step. At the silhouette it's large — a stripe of backdrop is compressed\n // into a line there, and a point sample gives grain.\n float e1 = e + 1.0;\n float3 N1 = normalize(float3(n * vgSlope(e1, bevel), 1.0));\n float2 shift1 = vgShift(N1, vgHeight(e1, bevel), u_ior) * lens;\n float footprint = length(shift1 - shift - n);\n float spread = max(footprint - 1.0, 0.0) * 0.5 * on;\n\n // Dispersion: the same ray with each channel's own index. Blue bends more than red.\n float2 dR = vgShift(N, z, u_ior - 0.4 * u_iorSpread) * lens - shift;\n float2 dB = vgShift(N, z, u_ior + 0.6 * u_iorSpread) * lens - shift;\n float chroma = length(dB - dR);\n\n float3 rgb;\n float srcA;\n\n if (chroma + spread < 0.25) {\n // In the flat body all the samples would land at the same point, and the body is almost the\n // whole area of the glass.\n half4 c = content.eval(vgInContent(s));\n srcA = float(c.a);\n rgb = srcA > 0.004 ? float3(c.rgb) / srcA : float3(0.0);\n } else {\n // Accumulate premultiplied and divide once per pair: channels from different points with\n // different alpha would otherwise produce a colored fringe at content edges that isn't\n // really there.\n float2 ev = n * spread;\n half4 c0 = content.eval(vgInContent(s + dR - ev));\n half4 c1 = content.eval(vgInContent(s + dR + ev));\n half4 c2 = content.eval(vgInContent(s - ev));\n half4 c3 = content.eval(vgInContent(s + ev));\n half4 c4 = content.eval(vgInContent(s + dB - ev));\n half4 c5 = content.eval(vgInContent(s + dB + ev));\n\n float aR = float(c0.a + c1.a) * 0.5;\n float aG = float(c2.a + c3.a) * 0.5;\n float aB = float(c4.a + c5.a) * 0.5;\n rgb = float3(\n aR > 0.004 ? float(c0.r + c1.r) * 0.5 / aR : 0.0,\n aG > 0.004 ? float(c2.g + c3.g) * 0.5 / aG : 0.0,\n aB > 0.004 ? float(c4.b + c5.b) * 0.5 / aB : 0.0);\n srcA = (aR + aG + aB) / 3.0;\n }\n\n // \"backdrop\" mode checks the CAPTURE, not a simplified version of the optics. What follows are\n // layers that aren't tied to the lens (body, medium, scattering), and they used to conflate\n // \"did the pixels arrive\" with \"how did we process them.\" Here the element must DISAPPEAR: a\n // visible silhouette means a capture loss.\n if (u_debug > 5.5 && u_debug < 6.5) {\n float bypass = srcA * (1.0 - smoothstep(-1.0, 1.0, sd));\n return half4(half3(clamp(rgb, float3(0.0), float3(1.0)) * bypass), half(bypass));\n }\n\n // The transparent variant's dimming layer holds legibility instead of the body. A\n // multiplication, not a tint: the content has to stay visible, just quieter.\n rgb *= 1.0 - u_dim * u_appear;\n\n // REFLECTION. Fresnel from the face's actual slope: at the silhouette the view is grazing and\n // reflection is nearly total, which is why the rim reads as a thin line on its own. What's\n // reflected is the element's surroundings and the key light.\n float cosT = clamp(N.z, 0.0, 1.0);\n float f0 = (u_ior - 1.0) / (u_ior + 1.0);\n f0 *= f0;\n float fres = (f0 + (1.0 - f0) * pow(1.0 - cosT, 5.0)) * u_fresnel * lens;\n\n float lineW = clamp(min(u_halfSize.x, u_halfSize.y) * 0.03, 1.5, 5.0);\n float3 refl;\n if (e < lineW * 2.0 || fres > 0.01) {\n float2 around = u_center + p + n * (u_reflectReach * mix(0.35, 1.0, clamp(slope / 3.2, 0.0, 1.0)));\n // Two rings of eight samples total: a single offset sample is an undistorted COPY of\n // neighboring content inside the glass (docs/material-lab.md E-33).\n float p1 = u_reflectReach * 0.75;\n float p2 = u_reflectReach * 0.4;\n float d = 0.7071;\n float4 rsum = float4(content.eval(vgInContent(around + float2(p1, 0.0))))\n + float4(content.eval(vgInContent(around - float2(p1, 0.0))))\n + float4(content.eval(vgInContent(around + float2(0.0, p1))))\n + float4(content.eval(vgInContent(around - float2(0.0, p1))))\n + float4(content.eval(vgInContent(around + float2(p2, p2) * d)))\n + float4(content.eval(vgInContent(around + float2(-p2, p2) * d)))\n + float4(content.eval(vgInContent(around + float2(p2, -p2) * d)))\n + float4(content.eval(vgInContent(around + float2(-p2, -p2) * d)));\n float ra = rsum.a * 0.125;\n refl = ra > 0.004 ? rsum.rgb * 0.125 / ra : float3(0.0);\n } else {\n refl = u_probeLuma >= 0.0 ? u_probe : rgb;\n }\n\n // Light reaching the body is the same across the whole element: blending with the surroundings\n // over the bevel's band used to paint a ring-shaped seam on the body.\n float3 ambient = u_probeLuma >= 0.0 ? u_probe : rgb;\n\n // Light comes from wherever the surroundings are brighter (M 11:04): the lightness slope under\n // the element pulls the key light toward itself, and over a flat backdrop it stays at rest.\n float2 bright = u_probeLuma >= 0.0 ? u_probeSlope : float2(0.0);\n float brightLen = length(bright);\n float2 L = normalize(mix(u_light, bright / max(brightLen, 1e-4), smoothstep(0.03, 0.2, brightLen)) + float2(1e-5));\n // The key light's reflection uses the face's actual normal: at the flat top it points straight\n // up, and there's nothing there for direction to depend on. Using the SDF normal instead\n // painted the body as a cone.\n float facing = dot(N.xy, L);\n float key = u_specular * (pow(max(facing, 0.0), 3.0) + 0.45 * pow(max(-facing, 0.0), 3.0));\n float rimFacing = dot(n, L);\n float rimKey = u_specular * (pow(max(rimFacing, 0.0), 3.0) + 0.45 * pow(max(-rimFacing, 0.0), 3.0));\n // Wherever the key light doesn't fall, the face reflects its shaded surroundings — hence the\n // dark outline.\n float3 env = refl * (0.55 + 0.45 * min(key, 1.0)) + float3(1.2 * key);\n\n // Interference and diffraction live in the reflected ray at a grazing angle — a single hue\n // multiplier applied to the reflection, no extra samples.\n float3 spectral = float3(1.0);\n if (u_iridescence > 0.001) {\n spectral *= mix(float3(1.0), vgInterference(cosT), u_iridescence);\n }\n if (u_diffraction > 0.001) {\n float w = u_diffraction * smoothstep(0.45, 1.0, t);\n spectral *= mix(float3(1.0), vgDiffraction(e, bevel), w);\n }\n\n // The BACKDROP ESTIMATE arrives from the probe as one value per surface: computing it here\n // from samples isn't an option — a kink in density used to turn the estimate's discreteness\n // into ghost copies of text.\n float3 wide;\n float busy;\n if (u_probeLuma >= 0.0) {\n wide = u_probe;\n busy = u_probeBusy;\n } else {\n // The probe hasn't reported yet (first frames) — fall back to our own samples.\n float2 wx = float2(u_adaptRadius, 0.0);\n float2 wy = float2(0.0, u_adaptRadius);\n float3 w0 = vgUnpack(content.eval(vgInContent(s + wx)));\n float3 w1 = vgUnpack(content.eval(vgInContent(s - wx)));\n float3 w2 = vgUnpack(content.eval(vgInContent(s + wy)));\n float3 w3 = vgUnpack(content.eval(vgInContent(s - wy)));\n wide = (w0 + w1 + w2 + w3) * 0.25;\n float lw = vgLuma(wide);\n // The same statistic the probe uses (twice the mean deviation): both blur and the ink's\n // contrast margin depend on it, and the two paths' scales must not diverge.\n busy = clamp(0.5 * (abs(vgLuma(w0) - lw) + abs(vgLuma(w1) - lw)\n + abs(vgLuma(w2) - lw) + abs(vgLuma(w3) - lw)), 0.0, 1.0);\n }\n // Lightness AT THIS SPOT on the surface: the probe's plane, clamped to the measured range.\n float2 nrm = p / max(u_halfSize, float2(1.0));\n float local = u_probeLuma >= 0.0\n ? clamp(u_probeLuma + dot(u_probeSlope, nrm), u_probeRange.x, u_probeRange.y)\n : vgLuma(wide);\n float mean = u_probeLuma >= 0.0 ? u_probeLuma : vgLuma(wide);\n\n // SCATTERING. Regular mutes foreign structure under its own ink with blur, not a fill (M\n // 11:47): text under a capsule turns into blotches. Uniform across the whole lens; the radius\n // is measured in backdrop space — the lens compresses it at the silhouette.\n float structure = 1.0 - exp(-busy * VG_STRUCTURE_GAIN);\n // Under ink, Regular always scatters the backdrop; over a busy one, more strongly.\n float adaptBlur = max(\n (structure * VG_SCATTER_MAX + VG_SCATTER_BASE) * u_legibility * u_adaptRadius\n * min(max(footprint, 1.0), VG_FOOTPRINT_MAX),\n u_frost) * u_appear;\n if (adaptBlur > 0.5) {\n float reach = max(u_reach - length(p), 1.0);\n float4 g = vgGather(s, min(adaptBlur, reach), xy);\n float ga = g.a;\n float3 blurred = ga > 0.004 ? g.rgb / ga : float3(0.0);\n rgb = mix(rgb, blurred, smoothstep(0.5, 2.0, adaptBlur));\n }\n\n // AFTER scattering, not before: scattering is a property of TRANSMITTED light and replaces rgb\n // wholesale, so doing it the other way around erased the reflection over the whole element\n // (issue #106).\n rgb = mix(rgb, env * spectral, fres);\n\n // BODY. Tint and dynamic range under the glass compress just enough for ink over it to stay\n // legible (M 6:42). u_ink is ink POLARITY (1 light, 0 dark): the requirements are computed at\n // the two ends and blended by it, otherwise the glass dips toward the middle during a recolor.\n float strict = clamp(u_legibility * 2.0, 0.0, 1.0);\n float capLight = mix(VG_BODY_CAP_LOOSE, VG_BODY_CAP_TIGHT, strict);\n float floorDark = 1.0 - capLight;\n float pol = clamp(u_ink, 0.0, 1.0);\n // The requirement fades together with legibility: an element with no ink is promised\n // transparent glass by the model.\n float demand = clamp(u_legibility * 4.0, 0.0, 1.0);\n\n // Where there's no ink, the glass tints away from the backdrop. The direction is chosen by the\n // average lightness under the element, not the local spot's lightness: otherwise on a gradient\n // the threshold cuts across the body as a diagonal step.\n float darkSide = smoothstep(0.42, 0.58, mean);\n float away = mix(VG_TINT_LIGHT, VG_TINT_DARK, darkSide);\n float tintLuma = mix(away, mix(VG_TINT_LIGHT, VG_TINT_DARK, pol), demand);\n\n // How much medium it takes to push lightness under the ink past the threshold — locally.\n // Computed from whichever edge of the backdrop's spread is closer to the ink: a light ink\n // drowns in a light spot right beneath it, and the spot's average lightness knows nothing\n // about that spot.\n float edge = busy * VG_BUSY_EDGE;\n float inkHi = min(local + edge, 1.0);\n float inkLo = max(local - edge, 0.0);\n float needForLight = inkHi > capLight\n ? clamp((inkHi - capLight) / max(inkHi - VG_TINT_DARK, 1e-4), 0.0, 0.92)\n : 0.0;\n float needForDark = inkLo < floorDark\n ? clamp((floorDark - inkLo) / max(VG_TINT_LIGHT - inkLo, 1e-4), 0.0, 0.92)\n : 0.0;\n float needForInk = mix(needForDark, needForLight, pol) * demand;\n\n float ground = structure * u_legibility * VG_GROUND_SPAN;\n float density = max(max(u_bodyDensity, ground), needForInk);\n\n // Glass has no color of its own — only the color of what's beneath it (HIG \"Color\").\n float3 tintHue = mix(float3(1.0), vgHue(wide * 0.5 + ambient * 0.5), u_colorPickup);\n // The element appears by the lens and body building up, not by fading in (M 2:55): at\n // u_appear = 0 it's indistinguishable from the backdrop beneath it.\n rgb = mix(rgb, tintHue * tintLuma, density * u_appear);\n rgb += tintHue * (u_legibility * VG_MATTE_LIFT * u_appear);\n\n // TINTING — colored glass, not a fill (M 16:31, 17:03): the backdrop's lightness drives the\n // tone — deeper over dark, lighter over light — and the content's texture still shows through\n // the color.\n if (u_accent.a > 0.0) {\n float3 tone = u_accent.rgb * mix(0.88, 1.08, local);\n float3 through = tone * (0.85 + 0.3 * vgLuma(rgb));\n rgb = mix(rgb, clamp(through, float3(0.0), float3(1.0)), u_accent.a * u_appear);\n }\n\n // CONTRAST COMPRESSION. The medium removes some light and mixes in scattered light, so content\n // under the glass moves toward the middle rather than simply getting lighter (M 2:35). The\n // previous layer only added light and, over a light backdrop, pushed the body the opposite way\n // from the reference.\n rgb = mix(rgb, vgHue(ambient) * VG_MEDIUM_LUMA, VG_MEDIUM_PULL * u_appear);\n // Ambient light reaches the body the same way across the whole element.\n rgb += ambient * u_edgeLight * VG_AMBIENT_SPILL * u_appear;\n // Glass concentrates light; the played portion is the segment where there's more of it.\n float glow = VG_CONCENTRATE + 0.08 * vgProgress(p, u_halfSize, u_progress);\n rgb += (1.0 - rgb) * glow * lens;\n\n // Under the finger and during morphing, glass concentrates light into a spot (M 4:56, 5:11).\n // This is a CONCENTRATION of the surroundings, not the glass's own whiteness: over a dark\n // backdrop the element lightens but never turns white, and ink over it stays legible.\n if (u_touchPress > 0.001) {\n float2 fromTouch = p - u_touch;\n float spotR = max(min(u_halfSize.x, u_halfSize.y) * 1.2, 1.0);\n float spot = u_touchPress * (0.3 + 0.55 * exp(-dot(fromTouch, fromTouch) / (spotR * spotR)));\n rgb = mix(rgb, clamp(ambient * 1.6 + float3(0.1), float3(0.0), float3(1.0)), spot * lens);\n }\n\n // RIM LIGHT — a separate layer, a line about 1 pt wide along the silhouette (M 2:36, 11:04):\n // brighter where the face faces the key light, weaker opposite it; where no light falls, a\n // dark outline. This line is what holds the element's presence, not a fill on the body: over a\n // flat backdrop a control is visible along its whole silhouette because of it.\n float line = (1.0 - smoothstep(0.0, lineW, e)) * lens;\n float outline = (1.0 - smoothstep(0.0, lineW * 0.6, e)) * lens;\n float lit = clamp(max(rimKey * 1.4, u_presence * 2.0), 0.0, 1.0);\n // The dark rim is its own layer around the whole silhouette, and the highlight sits ON TOP of\n // it (iOS 27). While the outline used to fade via a (1 − lit) multiplier, the silhouette read\n // as a single arc: highlight OR shadow.\n rgb *= 1.0 - 0.22 * outline;\n rgb = mix(rgb, mix(refl, float3(1.0), 0.75), line * lit);\n\n if (u_debug > 9.5 && u_debug < 10.5) { rgb = spectral * 0.5; }\n if (u_debug > 10.5 && u_debug < 11.5) { rgb = float3(density, needForInk, structure); }\n // WHAT THE PROBE SAID ABOUT THE BACKDROP — three values that drive all the tinting: the\n // average lightness under the element, the vertical lightness slope, and the lightness AT THIS\n // SPOT. The slope is shown offset and squeezed by half: it's signed and rarely exceeds a\n // magnitude of one half.\n if (u_debug > 11.5) { rgb = float3(max(u_probeLuma, 0.0), 0.5 + u_probeSlope.y * 0.5, local); }\n\n rgb = vgSoftClip(rgb);\n\n // Sample alpha has to survive to the result: un-premultiplying color by its original alpha and\n // then returning it with a different one (the shape mask) would make a transparent backdrop\n // opaque and blow it out.\n float alpha = srcA * (1.0 - smoothstep(-1.0, 1.0, sd));\n return half4(half3(clamp(rgb, float3(0.0), float3(1.0)) * alpha), half(alpha));\n}\n`;\n","import { VG_FALLOFF, VG_SDF } from './sdf';\n\n/** Order matches `DEBUG_MODES` in `material.ts`: the index goes straight into `u_debug`. */\nexport const SURFACE_SHADER = `\nuniform shader u_icon;\n/** App-colored content ON the glass — cover art, a thumbnail. A separate layer from the ink\n * mask: that one is single-channel and colored by polarity, this one carries its own color\n * as-is. */\nuniform shader u_overlay;\n\nuniform float2 u_center;\nuniform float2 u_halfSize;\nuniform float u_corner;\nuniform float u_bevel;\nuniform float u_thickness;\nuniform float2 u_morphOffset;\nuniform float2 u_morphHalf;\nuniform float u_morphCorner;\nuniform float u_morphK;\nuniform float2 u_morph2Offset;\nuniform float2 u_morph2Half;\nuniform float u_morph2Corner;\n\nuniform float u_press;\nuniform float u_active;\n/* 0 — the element sinks in under the finger, 1 — it rises into glass (reference §5). */\nuniform float u_lift;\n\nuniform float u_edgeDensity;\nuniform float u_dispersion;\nuniform float u_refraction;\nuniform float4 u_tint;\nuniform float u_shadow;\nuniform float u_shadowReach;\nuniform float3 u_ambient;\nuniform float u_presence;\nuniform float u_progress;\nuniform float u_appear;\nuniform float u_debug;\n\nuniform float u_iconOn;\nuniform float u_overlayOn;\nuniform float u_iconScale;\nuniform float4 u_inkIdle;\nuniform float4 u_inkActive;\nuniform float2 u_touch;\nuniform float2 u_pull;\nuniform float u_touchPress;\nuniform float u_touchRadius;\nuniform float2 u_wave;\n\n${VG_SDF}\n\nconst float VG_FALLOFF = ${VG_FALLOFF};\n\n// Tint density in the flat middle; at the bevel it's multiplied by u_edgeDensity.\nconst float VG_BODY_DENSITY = 0.19;\n/* Fraction of the ambient hue in the shadow. The shadow has to stay a shadow, not a colored\n * blob. */\nconst float VG_SHADOW_TINT = 1.0;\n// How much weaker the shadow is right at the outline than under the middle of the gap, and what\n// fraction of the offset it takes to reach full depth. In the reference the shadow's minimum\n// sits below the rim, not right at it.\nconst float VG_GAP_LIGHT = 0.76;\nconst float VG_GAP_REACH = 0.20;\n/* Depth of the ink beneath the surface, dp. The normal displaces it by exactly this much right\n * at the rim. */\nconst float VG_INK_DEPTH = 4.0;\n/* Ink defocus under the finger (reference §6): a glyph loses its edge and drowns in milk. Given\n * as a FRACTION of the touch blob, not a number: the blob already arrives in device units, so\n * the radius automatically follows both screen density and the element's size. At rest it's\n * zero, and the sample stays a single one. */\nconst float VG_INK_DEFOCUS = 0.08;\n\nhalf4 vgPack(half3 c, float a) { return half4(c * half(a), half(a)); }\n\n// What bleeds into the shadow is the COLOR of the surroundings, not its brightness: the hue's own\n// lightness is subtracted out of it, otherwise the shadow pales and loses depth instead of\n// warming up. Strength is set by how much light there is around: over a nearly black backdrop\n// there's nothing to bleed into the shadow.\nfloat3 vgShadowTint(float3 ambient) {\n float peak = max(max(ambient.r, ambient.g), max(ambient.b, 0.001));\n float3 hue = ambient / peak;\n float lumaWeights = dot(ambient, float3(0.2126, 0.7152, 0.0722));\n return (hue - dot(hue, float3(0.2126, 0.7152, 0.0722))) * lumaWeights;\n}\n\nhalf3 vgHeat(float v) {\n float x = clamp(v, 0.0, 1.0);\n return half3(half(clamp(x * 2.2 - 0.2, 0.0, 1.0)),\n half(clamp(1.0 - abs(x - 0.5) * 2.2, 0.0, 1.0)),\n half(clamp(1.2 - x * 2.4, 0.0, 1.0)));\n}\n\nhalf4 main(float2 xy) {\n float2 p = vgTouchWarp(xy - u_center, u_touch, u_pull, u_touchPress, u_touchRadius, u_wave.x, u_wave.y);\n\n // Inverse deformation: stretch A along the pull vector, compression 1/sqrt(A) across it. This\n // exact law mirrors the transform of the live backdrop under the canvas, otherwise the two\n // would drift apart. There's NO motion geometry here — no pull, no press-driven bulge. All of\n // that is done by a single wrapper transform, the same one that carries the native lens: the\n // shader doesn't touch it, and two pipelines driving one motion would drift apart by a frame,\n // making the layers visible as separate.\n\n float halfMin = max(min(u_halfSize.x, u_halfSize.y), 1.0);\n float bevel = max(u_bevel, 1.0);\n\n float sd = vgScene(p, u_halfSize, u_corner, u_morphOffset, u_morphHalf, u_morphCorner, u_morphK,\n u_morph2Offset, u_morph2Half, u_morph2Corner);\n float t = vgBevelT(sd, bevel);\n float2 n = vgSceneNormal(p, u_halfSize, u_corner, u_morphOffset, u_morphHalf, u_morphCorner, u_morphK,\n u_morph2Offset, u_morph2Half, u_morph2Corner);\n float3 N = normalize(float3(n * vgBevelSlope(t), 1.0));\n\n // Progress is an active state turned into a field: the played fraction shines and glows\n // exactly as much as an active element shines whole. This does NOT touch ink: recoloring text\n // as the track advances would mean changing it mid-word.\n float lit = max(u_active, vgProgress(p, u_halfSize, u_progress));\n\n // The highlight and the rim are computed by the lens: reflection is a function of the\n // surroundings, and only the lens can see them.\n\n if (u_debug > 0.5) {\n float inMask = 1.0 - smoothstep(-1.0, 1.0, sd);\n if (u_debug < 1.5) {\n float band = abs(fract(sd / (halfMin * 0.22)) - 0.5) * 2.0;\n half3 c = sd < 0.0 ? half3(0.20, 0.62, 1.0) : half3(1.0, 0.42, 0.22);\n return vgPack(c * half(0.25 + band * 0.75), 1.0);\n }\n if (u_debug < 2.5) { return vgPack(half3(1.0), inMask); }\n if (u_debug < 3.5) { return vgPack(vgHeat(t), inMask); }\n // Fresnel now lives in the lens; here we show its SHAPE — how grazing the view is.\n if (u_debug < 4.5) { return vgPack(vgHeat(1.0 - clamp(N.z, 0.0, 1.0)), inMask); }\n if (u_debug < 5.5) {\n float push = pow(t, VG_FALLOFF) * u_refraction;\n return vgPack(vgHeat(push), inMask);\n }\n if (u_debug < 6.5) { return half4(0.0); }\n if (u_debug < 7.5) { return half4(0.0); }\n // Dispersion is computed by the lens; here is the field it grows along.\n if (u_debug < 8.5) { return vgPack(vgHeat(u_dispersion * t * t), inMask); }\n if (u_debug < 9.5) { return vgPack(half3(N * 0.5 + 0.5), inMask); }\n // spectral and adapt are shown by the LENS — the surface has to get out of the way.\n return half4(0.0);\n }\n\n // The shadow and the halo live OUTSIDE the shape: inside, their place is taken by the glass\n // itself. Separation from the content rests entirely on the shadow — without it the surface\n // would sit ON the picture, not above it. The shadow only lives at the rim and outside it: at\n // sd < −1 the outside multiplier is already zero. Computing it deep inside the shape would be\n // a wasted FULL SDF evaluation for every such pixel, and the body covers almost the whole\n // area. The branch here is on the coordinate, but only the threads right at the rim actually\n // diverge.\n float shade = 0.0;\n float halo = 0.0;\n if (sd > -1.0) {\n float outside = smoothstep(-1.0, 1.0, sd);\n // Under the finger a button moves TOWARD the backdrop, and the shadow tightens: it's exactly\n // the gap between the two. A control rising into glass (a switch knob, a slider handle —\n // reference §5) moves AWAY from it, and then the shadow spreads out instead. Only the app\n // knows which one applies, so the direction arrives as a fraction: 0 is sinking in, the way\n // every element behaved before this rule existed.\n float reach = u_shadowReach * (1.0 + mix(-0.25, 0.55, u_lift) * u_press);\n // The shadow is soft and wide, shifted downward (M 11:58): it's what holds the element's\n // separation from the content.\n float sdDrop = vgScene(p - float2(0.0, reach * 0.35), u_halfSize, u_corner,\n u_morphOffset, u_morphHalf, u_morphCorner, u_morphK,\n u_morph2Offset, u_morph2Half, u_morph2Corner);\n float amb = 1.0 - smoothstep(-reach * 0.3, reach, sdDrop);\n // THE GAP UNDER A RAISED ELEMENT IS LIT: right at the outline the shadow is WEAKER than\n // further down. Otherwise the minimum sits right against the silhouette — both parts of the\n // shadow are monotonic in distance.\n float gap = smoothstep(0.0, max(reach * VG_GAP_REACH, 1.0), max(sd, 0.0));\n shade = amb * amb * 0.13 * mix(VG_GAP_LIGHT, 1.0, gap) * outside * u_shadow * u_appear;\n halo = 1.0 - smoothstep(0.0, reach * 0.30, max(sd, 0.0));\n halo = halo * halo * lit * 0.10 * outside * u_appear;\n }\n\n if (sd > 1.0) {\n // Ambient light bleeds into the shadow (219 @8:22): it isn't a black hole, it's tinted by\n // whatever lies nearby. Otherwise an element over colored content would hang over a gray\n // blob.\n half3 spill = max(half3(half(halo)) + half3(vgShadowTint(u_ambient)) * half(VG_SHADOW_TINT * shade * (1.0 - halo)), half3(0.0));\n return half4(spill, half(halo + shade * (1.0 - halo)));\n }\n\n float density = u_tint.w;\n float inner = clamp(-sd / halfMin, 0.0, 1.0);\n half3 col = half3(u_tint.rgb);\n\n // The tint is LIGHT and weak, not dark: dark glass over dark content disappears, and has to be\n // held together with a heavy rim — which makes the surface read as a chrome bead. Tint density\n // at the bevel is a separate value: physically the bevel bends light harder, but it doesn't\n // get hazier. Coupled together, the two produced a milky ring around the whole outline.\n float body = mix(VG_BODY_DENSITY, VG_BODY_DENSITY * u_edgeDensity, smoothstep(0.10, 0.62, t)) * density;\n float vignette = smoothstep(0.15, 1.0, inner) * 0.19 * density;\n // There's NO density boost on press here. It was meant as \"the element stands out more under\n // the finger,\" but it pulls the body toward the tint, and the tint depends on polarity: over a\n // light backdrop (dark polarity) press ended up DARKENING the element. Presence is shown\n // instead by the vgTouchWarp field's deformation and the highlight blooming below — neither\n // cares about the sign of polarity.\n float a = max(body, vignette);\n\n // Active state does NOT touch the body's color. Mixing in a fixed gray here flipped the\n // effect's sign depending on the backdrop: over dark the element lightened, over light it\n // darkened, for the exact same state. Active state is shown instead by the highlight and rim\n // lighting above: neither cares about the backdrop.\n\n // THE ICON SITS BENEATH THE SURFACE, it isn't stuck on top of it: it used to be mixed in last,\n // over the highlight, and read as a flat sticker on volumetric glass. At the rim the normal\n // displaces it, like everything seen through the glass, while the highlight sits ON TOP — it\n // lives on the surface itself.\n //\n // There is NO shadow under the icon here. It used to be made from the difference of two offset\n // mask samples and produced a second outline along the edge — the icon's borders looked\n // ragged.\n // THE INK'S SHIFT IS SET BY ITS OWN DEPTH, NOT BY BEVEL WIDTH. The ink sits right at the\n // surface, and it's displaced by exactly the thin layer of glass above it — not by how wide a\n // bevel this particular piece of glass happens to have. It used to be a fraction of the bevel:\n // on thin glass the shift came out to 4 dp and everything lined up, but on thick glass it was\n // 8, and cover art inset from the edge by 6 stretched toward the rim and spilled past its\n // bounds. The ceiling is absolute: ink has one depth regardless of the glass.\n float2 inkShift = n * (min(u_bevel * 0.5, VG_INK_DEPTH) * t);\n float2 inkUv = u_center + p - inkShift;\n\n // INK LOSES SHARPNESS UNDER THE FINGER (reference §6): in the reference, a glyph under\n // pressure drowns in milk rather than simply getting lighter. This branch is uniform across\n // the whole element: press arrives as a uniform, so defocus costs nothing while the element\n // isn't being touched.\n float defocus = VG_INK_DEFOCUS * u_touchRadius * u_touchPress;\n float2 inkDx = float2(defocus, 0.0);\n float2 inkDy = float2(0.0, defocus);\n\n half4 ink;\n half4 over;\n if (defocus > 0.01) {\n // A cross around the center with double weight in the middle: the ink mask is\n // high-contrast, and four samples are enough for a stroke to stop holding its edge.\n ink = (u_icon.eval((inkUv - inkDx) * u_iconScale)\n + u_icon.eval((inkUv + inkDx) * u_iconScale)\n + u_icon.eval((inkUv - inkDy) * u_iconScale)\n + u_icon.eval((inkUv + inkDy) * u_iconScale)\n + u_icon.eval(inkUv * u_iconScale) * 2.0) * half(u_iconOn / 6.0);\n // Colored content lives in the same plane as the ink and blurs together with it: different\n // sharpness for two layers in one plane would read as a defect, not a press.\n over = (u_overlay.eval((inkUv - inkDx) * u_iconScale)\n + u_overlay.eval((inkUv + inkDx) * u_iconScale)\n + u_overlay.eval((inkUv - inkDy) * u_iconScale)\n + u_overlay.eval((inkUv + inkDy) * u_iconScale)\n + u_overlay.eval(inkUv * u_iconScale) * 2.0) * half(u_overlayOn * u_appear / 6.0);\n } else {\n ink = u_icon.eval(inkUv * u_iconScale) * half(u_iconOn);\n over = u_overlay.eval(inkUv * u_iconScale) * half(u_overlayOn * u_appear);\n }\n\n // The backing under the ink is held by the LENS (body density from the probe), not the\n // surface: legibility is a property of the material, and computing it here a second time\n // would give two different answers to one question.\n\n // Layers are composited premultiplied-over: in straight alpha, a nearly transparent dark body\n // used to pull the color of semi-transparent ink and the finger's light toward itself — letter\n // edges grayed out, pressing darkened things.\n half3 pm = col * half(a);\n half inkA = ink.g * half(mix(0.82, 1.0, u_active) * u_appear);\n half3 inkCol = mix(half3(u_inkIdle.rgb), half3(u_inkActive.rgb), half(u_active));\n pm = pm * (1.0 - inkA) + inkCol * inkA;\n a = a + float(inkA) * (1.0 - a);\n\n // COLORED CONTENT LIVES IN THE SAME PLACE AS THE INK — inside the material, at the same\n // coordinate. Otherwise deformation would carry them apart: on press, the title and artist\n // name would shake together with the surface while the cover art stayed put, because it used\n // to be a separate layer on top of the glass. Polarity doesn't touch it — it has its own\n // color, and there's nothing to swap it for.\n pm = pm * (1.0 - over.a) + over.rgb * over.a;\n a = a + float(over.a) * (1.0 - a);\n\n // Light from the finger is gathered by the LENS: it's a concentration of the surroundings, not\n // the glass's own whiteness. The surface is left with only what the glass spills outward — the\n // halo above.\n\n float mask = 1.0 - smoothstep(-1.0, 1.0, sd);\n pm = clamp(pm, half3(0.0), half3(1.0)) * half(mask);\n a *= mask;\n pm = max(pm + half3(vgShadowTint(u_ambient)) * half(VG_SHADOW_TINT * shade * (1.0 - a)), half3(0.0));\n return half4(pm, half(a + shade * (1.0 - a)));\n}\n`;\n","/**\n * REFERENCE CANVASES — the set that both benches draw and that the gates run against.\n *\n * There used to be three kinds of canvas, each in a different place: the web bench had its own\n * zones, the mobile lab had its own, and a third set lived inside `check-optics.mjs`, invisible\n * to everyone else. So the gate measured one thing, the eye looked at another, and there was\n * nothing to confirm the question \"does Android differ?\" against.\n *\n * The canvases are described as DATA, not drawing code: the canvas and the native views draw\n * differently, but both platforms lay out the same list of layers. Everything is in dp and in\n * fractions — fractions of the stage kept the stripes the same relative thickness on benches of\n * different sizes.\n *\n * Each canvas answers for one promise of the material (`what`), and that's also the caption on\n * the bench. A canvas can't be added to only one bench: platform parity would go back to being\n * a matter of impression.\n */\n\nimport { capsuleGeometry, circleGeometry, roundedRectGeometry, type VireGlassGeometry } from './geometry';\n\n/**\n * BENCH SHAPES — shared too. Element size feeds into the optics through sizeGain: a 120 circle\n * and a 150 circle are glass of different thickness, and screenshots from two benches on\n * different shapes are as incomparable as on different canvases. The values match the ones the\n * reference comparisons were shot on.\n */\nexport const REFERENCE_SHAPES = {\n circle: circleGeometry(120),\n capsule: capsuleGeometry(300, 110),\n tile: roundedRectGeometry(220, 120, 32),\n} satisfies Record<string, VireGlassGeometry>;\n\nexport type VireGlassRefShapeName = keyof typeof REFERENCE_SHAPES;\n\n/** A stripe's layer. Lightness is 0..1, sizes are dp: gray, not color (there's nothing to\n * measure color with). */\nexport type VireGlassRefLayer =\n | { readonly kind: 'flat'; readonly level: number }\n /** Vertical stripes: wider than the bevel, so the body absorbs them rather than the rim. */\n | { readonly kind: 'stripes'; readonly level: number; readonly other: number; readonly periodDp: number; readonly widthDp: number }\n /** A pseudo-random checkerboard — a \"cover\": structure that fights the ink drawn over the glass. */\n | { readonly kind: 'checker'; readonly level: number; readonly amp: number; readonly cellDp: number }\n /** Left and right halves at different lightness. */\n | { readonly kind: 'step'; readonly left: number; readonly right: number }\n /** A dark bar across the middle of the stripe — measures bulging at the rim against it. */\n | { readonly kind: 'bar'; readonly level: number; readonly barLevel: number; readonly thicknessDp: number }\n /** A fine grid: any lens distortion shows up on a straight line right away. */\n | { readonly kind: 'grid'; readonly level: number; readonly lineLevel: number; readonly stepDp: number }\n /** A stepped gradient. Steps, not a smooth fill: the native views can't draw a gradient without\n * an image. */\n | { readonly kind: 'gradient'; readonly from: number; readonly to: number; readonly steps: number };\n\nexport type VireGlassRefBand = {\n /** Stripe thickness in dp. The sum over a canvas is `REFERENCE_SCENE_HEIGHT`. */\n readonly heightDp: number;\n readonly layer: VireGlassRefLayer;\n};\n\n/**\n * Canvas size IN DP, one for all. Height is kept within the mobile lab's zone (0.42 of the\n * screen height), width within the narrowest phone (360 dp) with room to spare for the\n * surrounding field.\n *\n * Width matters NO LESS than height. The pattern is measured from the edge of the canvas, so on\n * a canvas spanning the full width of the stage, the phase of the pattern under the element\n * depended on screen width: 24 dp-period stripes landed under the center differently on a 406 dp\n * phone versus a fifteen-hundred-pixel canvas, and the checkerboard put an entirely different\n * cell arrangement under the element. A fixed-size panel removes this whole class of discrepancy\n * at once.\n */\nexport const REFERENCE_SCENE_WIDTH = 336;\nexport const REFERENCE_SCENE_HEIGHT = 252;\n\n/** The field around the canvas. Deliberately off the stripe levels and not gray: it shows where\n * the reference area ends, so its border can't be mistaken for a stripe in a screenshot. */\nexport const REFERENCE_SURROUND = '#3c1f4a';\n\n/**\n * Where the element sits on the canvas — dp from the panel's top-left corner. Position is as much\n * a part of the contract as canvas size and shape: a bench that parks the element its own way\n * shows it over DIFFERENT stripes, and there's nothing left to compare screenshots against.\n *\n * This has drifted before: the web bench centered the element within the VISIBLE area, while the\n * canvas was drawn centered on the full canvas element — with the control panel open, those are\n * two different points.\n */\nexport const REFERENCE_PIECE_AT = {\n xDp: REFERENCE_SCENE_WIDTH / 2,\n yDp: REFERENCE_SCENE_HEIGHT / 2,\n} as const;\n\nexport type VireGlassRefScene = {\n readonly name: string;\n /** What this canvas checks. Also the caption on the bench — otherwise the set turns to mush. */\n readonly what: string;\n /** Stripes at a given backdrop lightness: benches call with `level`, the gate sweeps the whole range. */\n readonly bands: (level: number) => readonly VireGlassRefBand[];\n /** Default lightness. Canvases that don't need it simply ignore it. */\n readonly level: number;\n /**\n * Whether the canvas is fit for NUMERIC platform comparison. A lightness profile needs a\n * backdrop that's uniform along the row; on a periodic grid of pixel-wide lines, the average\n * is determined by how the platform rasterizes that line, not by the material. Such a canvas\n * stays in the set — distortion of a straight line is visible to the eye at a glance — but it's\n * excluded from the comparison table.\n */\n readonly measurable?: false;\n};\n\nconst whole = (layer: VireGlassRefLayer): readonly VireGlassRefBand[] => [\n { heightDp: REFERENCE_SCENE_HEIGHT, layer },\n];\n\n/** Stripe contrast is the same at every level, so transmission compares fairly between steps. */\nconst stripeLevel = (level: number) => (level < 0.5 ? level + 0.22 : level - 0.22);\n\nexport const REFERENCE_SCENES: readonly VireGlassRefScene[] = [\n {\n name: 'flat',\n what: 'the body standing off the backdrop: the element must be visible over a flat canvas',\n level: 0.5,\n bands: (level) => whole({ kind: 'flat', level }),\n },\n {\n name: 'stripes',\n what: 'the window: the brightness range inside the element is a noticeable fraction of the range outside it',\n level: 0.5,\n bands: (level) => whole({ kind: 'stripes', level, other: stripeLevel(level), periodDp: 24, widthDp: 10 }),\n },\n {\n name: 'busy',\n what: 'ink against content: both the ink and whatever is under the glass have to live over a busy cover',\n level: 0.5,\n bands: (level) => whole({ kind: 'checker', level, amp: 0.28, cellDp: 16 }),\n },\n {\n name: 'bar',\n what: 'the rim gathers content: at the silhouette the lens bulges out whatever sits behind it',\n level: 0.93,\n bands: (level) => whole({ kind: 'bar', level, barLevel: 0.12, thicknessDp: 20 }),\n },\n {\n name: 'steps',\n what: 'the body profile at five levels at once — platforms are compared against it',\n level: 0.5,\n bands: () => [\n { heightDp: 36, layer: { kind: 'flat', level: 0.1 } },\n { heightDp: 36, layer: { kind: 'flat', level: 0.3 } },\n { heightDp: 36, layer: { kind: 'flat', level: 0.5 } },\n { heightDp: 36, layer: { kind: 'flat', level: 0.69 } },\n { heightDp: 36, layer: { kind: 'flat', level: 0.9 } },\n { heightDp: 36, layer: { kind: 'step', left: 0.05, right: 0.28 } },\n { heightDp: 36, layer: { kind: 'bar', level: 0.92, barLevel: 0.12, thicknessDp: 6 } },\n ],\n },\n {\n name: 'edge',\n what: 'tint at a hard break: one half under the glass is black, the other white',\n level: 0.5,\n bands: () => whole({ kind: 'step', left: 0.03, right: 0.95 }),\n },\n {\n name: 'gradient',\n what: 'ink polarity: where the automatic switch flips the ink from light to dark',\n level: 0.5,\n bands: () => whole({ kind: 'gradient', from: 0.04, to: 0.96, steps: 28 }),\n },\n {\n name: 'grid',\n what: 'lens distortion: drift, tearing and jitter of a straight line show up immediately (by eye, not by number)',\n level: 0.91,\n measurable: false,\n bands: (level) => whole({ kind: 'grid', level, lineLevel: level > 0.5 ? level - 0.14 : level + 0.14, stepDp: 12 }),\n },\n];\n\nexport type VireGlassRefSceneName = (typeof REFERENCE_SCENES)[number]['name'];\n\nexport const referenceScene = (name: string): VireGlassRefScene => {\n const scene = REFERENCE_SCENES.find((s) => s.name === name);\n if (!scene) throw new Error(`vireglass: no reference canvas \"${name}\"`);\n return scene;\n};\n\n/** Lightness to hex gray. One conversion for both platforms — otherwise they'd drift apart. */\nexport const refGray = (level: number): string => {\n const v = Math.round(Math.min(Math.max(level, 0), 1) * 255)\n .toString(16)\n .padStart(2, '0');\n return `#${v}${v}${v}`;\n};\n\n/**\n * Checkerboard cells as POSITIONS, not as drawing: the canvas loops over them, the native views\n * lay them out as a list, and both platforms get the exact same arrangement. The generator is\n * its own and deliberately simple — `Math.random` would give two platforms different canvases.\n */\nexport const refCheckerCells = (\n layer: Extract<VireGlassRefLayer, { kind: 'checker' }>,\n widthDp: number,\n heightDp: number,\n): readonly { readonly xDp: number; readonly yDp: number; readonly level: number }[] => {\n const cells: { xDp: number; yDp: number; level: number }[] = [];\n const lo = layer.level - layer.amp;\n const hi = layer.level + layer.amp;\n let seed = 1;\n for (let y = 0; y < heightDp; y += layer.cellDp) {\n for (let x = 0; x < widthDp; x += layer.cellDp) {\n seed = (seed * 1103515245 + 12345) & 0x7fffffff;\n cells.push({ xDp: x, yDp: y, level: (seed >> 16) % 2 ? hi : lo });\n }\n }\n return cells;\n};\n\n/** Gradient steps — also positions: the same list for the canvas and for the native views. */\nexport const refGradientSteps = (\n layer: Extract<VireGlassRefLayer, { kind: 'gradient' }>,\n): readonly number[] =>\n Array.from({ length: layer.steps }, (_, i) =>\n layer.from + ((layer.to - layer.from) * i) / Math.max(layer.steps - 1, 1),\n );\n","import {\n bevelDp,\n bevelFraction,\n halfMinDp,\n rimDp,\n shadowReachDp,\n surfacePadDp,\n thicknessDp,\n type VireGlassGeometry,\n} from './geometry';\nimport { LENS_SHADER } from './lens-shader';\nimport { debugIndex, type VireGlassDebugMode, type VireGlassOptics } from './material';\n\n/** Smooth union with a second shape — bench morphing experiment only. */\nexport type VireGlassMorph = {\n offsetX: number;\n offsetY: number;\n width: number;\n height: number;\n cornerRadius: number;\n /** Seam smoothing radius in dp; 0 turns the second shape off. */\n smoothing: number;\n};\n\n\n/** Surface response to a finger: the field around the touch point deforms, not the shape's\n * bounding box (`vgTouchWarp` in `sdf.ts`). Lengths in dp; `radius` = 0 turns the response off\n * entirely. */\nexport type VireGlassTouch = {\n x: number;\n y: number;\n pullX: number;\n pullY: number;\n press: number;\n radius: number;\n waveAmp: number;\n wavePhase: number;\n};\n\nconst NO_TOUCH: VireGlassTouch = {\n x: 0, y: 0, pullX: 0, pullY: 0, press: 0, radius: 0, waveAmp: 0, wavePhase: 0,\n};\n\nconst NO_MORPH = { offsetX: 0, offsetY: 0, width: 0, height: 0, cornerRadius: 0, smoothing: 0 };\n\n/** No progress. Negative rather than zero: zero is the start of the track, a legitimate value. */\nconst NO_PROGRESS = -1;\n\n/** Tinted glass for the primary action (M 16:08). Color is RGB 0…1. */\nexport type VireGlassAccent = { color: readonly [number, number, number]; amount?: number };\n\n/** Default tint fraction: the color reads, but content beneath it is still visible. */\nexport const ACCENT_AMOUNT = 0.8;\nconst NO_ACCENT = [0, 0, 0, 0] as const;\n\n\n\n/** Magnification at the flat center. Kept separate from the uniform channel: it's also used by\n * the fallback below Android 13, where there's no RuntimeShader and only an affine magnifier is\n * left. */\nexport const lensMagnify = (o: VireGlassOptics) => 1 + (o.refractionScale - 1) * o.refraction;\n\n/**\n * Lens uniforms. Assembled as ONE channel: name, size and values travel together, so a mismatch\n * with the shader is caught immediately, with the name right there in the log. There used to be a\n * separate Kotlin `Prop` per value — Expo swallows an unknown prop silently, and the lens simply\n * never turned on (docs/material-lab.md E-01, which is how refraction ended up disabled for an\n * entire phase).\n *\n * Everything with a dimension is converted to PIXELS right here. The native view is left with\n * only the uniforms it alone knows: its own size and its own place on screen.\n */\n// The lens's uniform names and sizes are always the same — the set is fixed. They're handed over\n// as ONE instance for the whole process: otherwise every frame of a drag would send three dozen\n// fresh strings to the native side, React can't tell \"unchanged\" from \"a new array\", and motion\n// goes stepwise. The values are the only thing that actually changes.\nconst shapes = new Map<number, { names: string[]; sizes: number[] }>();\n\nfunction channel(entries: [string, number | readonly number[]][]) {\n const uniformValues: number[] = [];\n let shape = shapes.get(entries.length);\n let same = shape !== undefined;\n for (let i = 0; i < entries.length; i += 1) {\n const [name, value] = entries[i];\n const v = typeof value === 'number' ? [value] : value;\n if (same && (shape!.names[i] !== name || shape!.sizes[i] !== v.length)) same = false;\n for (const x of v) uniformValues.push(x);\n }\n if (!same) {\n shape = {\n names: entries.map((e) => e[0]),\n sizes: entries.map((e) => (typeof e[1] === 'number' ? 1 : e[1].length)),\n };\n shapes.set(entries.length, shape);\n }\n return { uniformNames: shape!.names, uniformSizes: shape!.sizes, uniformValues };\n}\n\n/** Props for the native view. Besides the uniform channel, only what the view uses itself lives\n * here: the shader source and the visible glass's size (the probe rectangle is taken from it). */\nexport function toLensProps(\n optics: VireGlassOptics,\n geometry: VireGlassGeometry,\n density: number,\n options: {\n debug?: VireGlassDebugMode;\n morph?: VireGlassMorph;\n /** Third shape of the fused body; a zero size turns it off. */\n morph2?: VireGlassMorph;\n groupProbe?: number[];\n touch?: VireGlassTouch;\n /** Progress fraction, 0…1: to the left of the boundary the element is active. `undefined` means no progress. */\n progress?: number;\n /** Key light direction in screen space; defaults to the light at rest. */\n light?: readonly [number, number];\n /** 0…1: the lens builds up as the element appears — instead of a plain fade. */\n appear?: number;\n /** Tint for the primary action: the glass color and the fraction it lays over the content. */\n accent?: VireGlassAccent;\n } = {},\n) {\n const morph = options.morph ?? NO_MORPH;\n const morph2 = options.morph2 ?? NO_MORPH;\n const touch = options.touch ?? NO_TOUCH;\n // Backdrop estimate for the whole surface group. Travels through the same channel as the\n // material and applies AFTER the lens's own estimate — that is, it simply overrides it. It\n // can't travel as a separate prop: the lens view is wrapped in an animated component.\n const g = options.groupProbe;\n const group: [string, number | readonly number[]][] =\n g && g.length >= 9\n ? [\n ['u_probeLuma', g[0]],\n ['u_probeBusy', g[1]],\n ['u_probeRange', [g[2], g[3]]],\n ['u_probeSlope', [g[4], g[5]]],\n ['u_probe', [g[6], g[7], g[8]]],\n ]\n : [];\n const d = density;\n const halfW = (geometry.width * d) / 2;\n const halfH = (geometry.height * d) / 2;\n const halfMin = Math.min(halfW, halfH);\n\n return {\n shaderSource: LENS_SHADER,\n glassWidth: geometry.width,\n glassHeight: geometry.height,\n ...channel([\n ['u_halfSize', [halfW, halfH]],\n ['u_corner', Math.min(geometry.cornerRadius * d, halfMin)],\n ['u_bevel', Math.max(bevelDp(geometry, optics) * d, 1)],\n ['u_thick', thicknessDp(geometry, optics) * d],\n ['u_rim', rimDp(geometry, optics) * d],\n ['u_ior', optics.ior],\n ['u_iorSpread', optics.iorSpread],\n ['u_light', options.light ?? REST_LIGHT],\n ['u_appear', options.appear ?? 1],\n ['u_accent', options.accent ? [...options.accent.color, options.accent.amount ?? ACCENT_AMOUNT] : NO_ACCENT],\n // Haze from surface roughness. Lives in the same disc-gather pass as adaptive scattering,\n // and fades out toward the bevel: that's a different job there — bending the ray and\n // splitting it.\n ['u_frost', optics.blur * d],\n ['u_ink', optics.ink],\n ['u_legibility', optics.legibility],\n ['u_dim', optics.dimming],\n ['u_presence', optics.presence],\n ['u_adaptRadius', optics.adaptRadius * d],\n ['u_bodyDensity', optics.bodyDensity],\n ['u_edgeLight', optics.edgeLight],\n ['u_fresnel', optics.fresnel],\n ['u_specular', optics.specular],\n // The rim gathers light from the element's vicinity — this is a radius around the shape,\n // not its bevel.\n ['u_reflectReach', optics.gatherRadiusDp * d],\n ['u_film', optics.film],\n ['u_iridescence', optics.iridescence],\n ['u_diffraction', optics.diffraction],\n ['u_colorPickup', optics.colorPickup],\n ['u_morphOffset', [morph.offsetX * d, morph.offsetY * d]],\n ['u_morphHalf', [(morph.width * d) / 2, (morph.height * d) / 2]],\n ['u_morphCorner', morph.cornerRadius * d],\n ['u_morphK', morph.smoothing * d],\n ['u_morph2Offset', [morph2.offsetX * d, morph2.offsetY * d]],\n ['u_morph2Half', [(morph2.width * d) / 2, (morph2.height * d) / 2]],\n ['u_morph2Corner', morph2.cornerRadius * d],\n ['u_touch', [touch.x * d, touch.y * d]],\n ['u_pull', [touch.pullX * d, touch.pullY * d]],\n ['u_touchPress', touch.press],\n ['u_touchRadius', touch.radius * d],\n ['u_wave', [touch.waveAmp * d, touch.wavePhase]],\n ['u_progress', options.progress ?? NO_PROGRESS],\n ['u_debug', debugIndex(options.debug ?? 'normal')],\n ...group,\n ]),\n };\n}\n\n/** Static part of the surface uniforms. Dynamics (gesture, press, light) get mixed in inside the\n * component's worklet — the adapter must stay an ordinary function. */\nexport function toSurfaceUniforms(\n optics: VireGlassOptics,\n geometry: VireGlassGeometry,\n options: {\n debug?: VireGlassDebugMode;\n morph?: VireGlassMorph;\n /** Third shape of the fused body; a zero size turns it off. */\n morph2?: VireGlassMorph;\n dragLimit?: number;\n shadow?: number;\n /** Average ambient color around the element: light from it bleeds into the shadow (reference 219 @8:22). */\n ambient?: readonly [number, number, number];\n /** The lens draws the glass body — the surface is left with the highlight, shadow and icon. */\n bodyInLens?: boolean;\n touch?: VireGlassTouch;\n /** Progress fraction, 0…1: to the left of the boundary the element is active. `undefined` means no progress. */\n progress?: number;\n /** 0…1: the element is appearing — shadow and ink build up together with the lens. */\n appear?: number;\n /** 0 — the element sinks in under the finger, 1 — it rises into glass (reference §5). */\n lift?: number;\n } = {},\n) {\n const morph = options.morph ?? NO_MORPH;\n const morph2 = options.morph2 ?? NO_MORPH;\n const touch = options.touch ?? NO_TOUCH;\n const pad = surfacePadDp(geometry, options.dragLimit ?? 0, morph);\n return {\n u_center: [geometry.width / 2 + pad, geometry.height / 2 + pad],\n u_halfSize: [geometry.width / 2, geometry.height / 2],\n u_corner: Math.min(geometry.cornerRadius, halfMinDp(geometry)),\n u_bevel: bevelDp(geometry, optics),\n u_thickness: bevelFraction(geometry, optics),\n u_morphOffset: [morph.offsetX, morph.offsetY],\n u_morphHalf: [morph.width / 2, morph.height / 2],\n u_morphCorner: morph.cornerRadius,\n u_morphK: morph.smoothing,\n u_morph2Offset: [morph2.offsetX, morph2.offsetY],\n u_morph2Half: [morph2.width / 2, morph2.height / 2],\n u_morph2Corner: morph2.cornerRadius,\n u_edgeDensity: optics.edgeDensity,\n u_dispersion: optics.dispersion,\n u_refraction: optics.refraction,\n // Tint density is suppressed when the lens is drawing the body: painting it twice would\n // double the fill, and adaptation is impossible on the surface anyway — it can't see the\n // backdrop. The color itself stays: it drives absorption at the rim.\n u_tint: [\n optics.tint.r,\n optics.tint.g,\n optics.tint.b,\n options.bodyInLens ? 0 : optics.tintStrength,\n ],\n u_shadow: options.shadow ?? 1,\n // Neutral by default: without an ambient sample, the shadow stays exactly as it was.\n u_ambient: options.ambient ?? [0, 0, 0],\n u_shadowReach: shadowReachDp(geometry),\n u_touch: [touch.x, touch.y],\n u_pull: [touch.pullX, touch.pullY],\n u_touchPress: touch.press,\n u_touchRadius: touch.radius,\n u_wave: [touch.waveAmp, touch.wavePhase],\n u_presence: optics.presence,\n u_progress: options.progress ?? NO_PROGRESS,\n u_appear: options.appear ?? 1,\n // Zero by default: buttons sink in, the way every element behaved before this rule existed.\n u_lift: options.lift ?? 0,\n\n u_debug: debugIndex(options.debug ?? 'normal'),\n };\n}\n\n/**\n * Surface fields that are LENGTHS: the adapter's contract is specified in dp, and on the web each\n * one of them has to be multiplied by screen density. The list lives here rather than in the\n * renderer, where it used to be a dozen and a half manual multiplications in a row: a missed\n * field there was only caught by eye, and the miss isn't visible everywhere — at density 1,\n * multiplying is indistinguishable from not doing it.\n */\nexport type SurfaceUniforms = ReturnType<typeof toSurfaceUniforms>;\n\nexport const SURFACE_LENGTH_UNIFORMS = [\n 'u_halfSize',\n 'u_corner',\n 'u_bevel',\n 'u_morphOffset',\n 'u_morphHalf',\n 'u_morphCorner',\n 'u_morphK',\n 'u_morph2Offset',\n 'u_morph2Half',\n 'u_morph2Corner',\n 'u_shadowReach',\n 'u_touch',\n 'u_pull',\n 'u_touchRadius',\n // `satisfies`, not just `as const`: otherwise a typo in the name compiles silently and makes it\n // to runtime — the field with the garbage name gets NaN, and the real one is left un-multiplied.\n] as const satisfies readonly (keyof SurfaceUniforms)[];\n\n/**\n * Surface uniforms in device pixels. Android draws in dp and calls the adapter as-is; the web\n * needs this conversion. `u_center` isn't part of it: the renderer knows the element's center on\n * its own.\n */\nexport function toDeviceSurfaceUniforms(raw: SurfaceUniforms, density: number): SurfaceUniforms {\n const scaled: Record<string, unknown> = { ...raw };\n for (const key of SURFACE_LENGTH_UNIFORMS) {\n const value: unknown = scaled[key];\n scaled[key] = Array.isArray(value)\n ? (value as number[]).map((v) => v * density)\n : (value as number) * density;\n }\n // Of the wave, only the amplitude has a length; the phase is in turns and knows nothing about density.\n scaled.u_wave = [raw.u_wave[0] * density, raw.u_wave[1]];\n return scaled as SurfaceUniforms;\n}\n\n/** Key light direction in screen coordinates, for when the orientation response is off. */\nexport const REST_LIGHT: readonly [number, number] = [-0.577, -0.817];\n\n/** Uniforms the component mixes in inside the worklet (press, active, light direction) and via\n * the icon layer. Listed here so a test can check the shader contract's completeness without\n * importing the component itself (it pulls in Skia and doesn't come up in a node environment). */\nexport const DYNAMIC_UNIFORMS = ['u_press', 'u_active'] as const;\n\nexport const ICON_UNIFORMS = ['u_iconOn', 'u_iconScale', 'u_inkIdle', 'u_inkActive'] as const;\n\n/** App-colored overlay layer on the glass. The `u_overlay` sampler shares its contract with the\n * ink mask and is sampled at the SAME coordinate — otherwise deformation would carry them apart. */\nexport const OVERLAY_UNIFORMS = ['u_overlayOn'] as const;\n\n/**\n * Fusing two surfaces into one continuous medium.\n *\n * The second shape is described RELATIVE to the first one's center, because both live in the\n * same shader: the union has no \"two pieces of glass,\" just one body with two bulges — the mask,\n * the refraction and the rim are all computed from a single shared scene.\n *\n * `t` — how fused the shapes are: 0 turns the second shape off before any computation, 1 gives a\n * single shared medium. The seam's smoothing radius is a fraction of the smaller half-size: on\n * large elements the bridge has to be wider, otherwise the seam is left with a sharp corner,\n * which doesn't happen in a liquid.\n */\nconst MORPH_NECK = 0.35;\n\nexport function morphBetween(\n a: VireGlassGeometry,\n b: VireGlassGeometry,\n offsetX: number,\n offsetY: number,\n t: number,\n): VireGlassMorph | undefined {\n if (t <= 0) return undefined;\n const half = Math.min(halfMinDp(a), halfMinDp(b));\n return {\n offsetX,\n offsetY,\n width: b.width,\n height: b.height,\n cornerRadius: b.cornerRadius,\n smoothing: half * MORPH_NECK * Math.min(t, 1),\n };\n}\n","// WebGL2 target. Translates the same AGSL text (SDF + body, see `targets/agsl.ts`) into GLSL\n// ES 3.0. Each conversion rule is its own function with its own test in\n// `__tests__/targets.test.ts`. Three spots are NOT mechanical: the coordinate origin, units of\n// measure (settled in the web renderer's own setup, not here), and sampler filtering (also the\n// renderer's concern). What's here is text conversion only.\n\n/**\n * The sampler-size uniform's name, for translating `NAME.eval(coord)` → `texture(NAME, coord / SIZE)`.\n * A new uniform — there's no equivalent in AGSL: `.eval()` has the size implicitly known to the\n * shader, while GLSL's `texture()` needs a normalized coordinate. One per `uniform shader`/\n * `uniform sampler2D`, its name derived from the sampler's name rather than hardcoded.\n */\nfunction sizeUniformName(sampler: string): string {\n return sampler.startsWith('u_') ? `${sampler}Size` : `u_${sampler}Size`;\n}\n\n/** float2/float3/float4 → vec2/vec3/vec4. */\nexport function convertVecTypes(src: string): string {\n return src.replace(/\\bfloat([234])\\b/g, 'vec$1');\n}\n\n/** half/half2/half3/half4 → float/vec2/vec3/vec4, including half(x) → float(x) casts. */\nexport function convertHalfTypes(src: string): string {\n return src.replace(/\\bhalf([234])\\b/g, 'vec$1').replace(/\\bhalf\\b/g, 'float');\n}\n\n/** `uniform shader NAME;` → `uniform sampler2D NAME;` + a new `uniform vec2 <sizeUniform>;`. */\nexport function convertShaderUniforms(src: string): string {\n return src.replace(/uniform\\s+shader\\s+(\\w+)\\s*;/g, (_match, name: string) => {\n return `uniform sampler2D ${name};\\nuniform vec2 ${sizeUniformName(name)};`;\n });\n}\n\n/**\n * `NAME.eval(coord)` → `texture(NAME, (coord) / <sizeUniform>)` for each declared\n * `uniform sampler2D`. The bounds of `coord` are found by scanning parens, not with a regex: the\n * arguments are nested calls (`content.eval(vgInContent(s + dR - e))`) with commas and\n * parentheses inside.\n */\nexport function convertEvalCalls(src: string): string {\n const samplers = new Set<string>();\n const declRe = /uniform\\s+sampler2D\\s+(\\w+)\\s*;/g;\n for (let m = declRe.exec(src); m; m = declRe.exec(src)) samplers.add(m[1]);\n if (samplers.size === 0) return src;\n\n const callRe = /(\\w+)\\.eval\\(/g;\n let out = '';\n let cursor = 0;\n for (let m = callRe.exec(src); m; m = callRe.exec(src)) {\n const name = m[1];\n if (!samplers.has(name)) continue;\n const argStart = m.index + m[0].length;\n let depth = 1;\n let i = argStart;\n while (i < src.length && depth > 0) {\n if (src[i] === '(') depth += 1;\n else if (src[i] === ')') depth -= 1;\n i += 1;\n }\n const args = src.slice(argStart, i - 1);\n out += src.slice(cursor, m.index);\n out += `texture(${name}, (${args}) / ${sizeUniformName(name)})`;\n cursor = i;\n callRe.lastIndex = i;\n }\n out += src.slice(cursor);\n return out;\n}\n\n/**\n * Early `return <expression>;` inside `main` → `fragColor = <expression>; return;`. Takes ONLY\n * the body of main (see `convertEntryPoint`) — ordinary `return`s in helper functions live\n * outside this text and are untouched. Expressions never contain a `;` of their own (shaders have\n * none — the only `;` lives inside `for(...)`, which isn't a return), so `[^;]+` is safe.\n */\nexport function convertReturns(mainBody: string): string {\n return mainBody.replace(/\\breturn\\s+([^;]+);/g, 'fragColor = $1; return;');\n}\n\nconst ENTRY_RE = /half4\\s+main\\s*\\(\\s*float2\\s+(\\w+)\\s*\\)\\s*\\{/;\n\n/**\n * `half4 main(float2 xy) { ... }` → `void main() { vec2 xy = <Y-flipped coordinate>; ...; }`.\n * AGSL gives `xy` in screen pixels, top-left origin, y down; `gl_FragCoord` is bottom-left\n * origin, y up. The flip via `u_resolution.y - gl_FragCoord.y` restores the original convention\n * (both coordinate systems center the pixel at `+0.5`, so no X shift or constant is needed).\n * `out vec4 fragColor` and `uniform vec2 u_resolution` are declared in the prologue (`addPrologue`).\n */\nexport function convertEntryPoint(src: string): string {\n const match = ENTRY_RE.exec(src);\n if (!match) {\n throw new Error('vireglass/targets/glsl: entry point \"half4 main(float2 xy)\" not found');\n }\n const bodyStart = match.index + match[0].length;\n let depth = 1;\n let i = bodyStart;\n while (i < src.length && depth > 0) {\n if (src[i] === '{') depth += 1;\n else if (src[i] === '}') depth -= 1;\n i += 1;\n }\n const bodyEnd = i - 1;\n const param = match[1];\n const body = convertReturns(src.slice(bodyStart, bodyEnd));\n const head = src.slice(0, match.index);\n const tail = src.slice(i);\n return (\n `${head}void main() {\\n` +\n ` vec2 ${param} = vec2(gl_FragCoord.x, u_resolution.y - gl_FragCoord.y);\\n` +\n `${body}}${tail}`\n );\n}\n\n/** `#version 300 es` + `precision highp float;` — no equivalent in AGSL, WebGL2 requires them as\n * the file's first lines. `out vec4 fragColor` and `uniform vec2 u_resolution` ride along here\n * too: both new, with no counterpart in the source, needed by exactly one entry point\n * (`convertEntryPoint`). */\nexport function addPrologue(src: string): string {\n return (\n '#version 300 es\\n' +\n 'precision highp float;\\n\\n' +\n 'out vec4 fragColor;\\n' +\n 'uniform vec2 u_resolution;\\n\\n' +\n src\n );\n}\n\n/** Full translation AGSL/SkSL → GLSL ES 3.0. Order matters: the entry point is found by its\n * literal AGSL signature BEFORE type conversion, otherwise `half4 main(float2 xy)` can't be\n * found. */\nexport function toGLSL(shaderSource: string): string {\n let out = shaderSource;\n out = convertEntryPoint(out);\n out = convertShaderUniforms(out);\n out = convertEvalCalls(out);\n out = convertVecTypes(out);\n out = convertHalfTypes(out);\n out = addPrologue(out);\n return out;\n}\n"]}
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// src/adaptation.ts
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var AMBIENT_STEP = 32;
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function ambientFrom(sample) {
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const step = (v) => Math.round(Math.min(Math.max(v, 0), 1) * AMBIENT_STEP) / AMBIENT_STEP;
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return [step(sample.r), step(sample.g), step(sample.b)];
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}
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var INK_LIGHT = 0.95;
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var INK_DARK = 0.08;
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function shouldInkBeLight(sample, wasLight) {
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return decisiveLuma(sample) < (wasLight ? FLIP_LUMA : RETURN_LUMA);
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}
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var decisiveLuma = (sample) => sample.luma * 0.75 + (sample.hi ?? sample.luma) * 0.25;
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var FLIP_LUMA = 0.62;
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var RETURN_LUMA = 0.5;
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var CONFIRMATIONS = 3;
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var FADE_MS = 420;
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export { CONFIRMATIONS, FADE_MS, FLIP_LUMA, INK_DARK, INK_LIGHT, RETURN_LUMA, ambientFrom, decisiveLuma, shouldInkBeLight };
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When the backdrop is\n * light AND the ink over it is light, no amount of body density can separate them by contrast\n * anymore: the body hits its own ceiling, and the letters drown. Past that point the decision is\n * no longer the glass's to make but the app's — it recolors the ink to the opposite side, and all\n * of the glass's own automation reflows behind it, because it depends on that same polarity.\n *\n * The app has nowhere to get the lightness of the backdrop UNDER the glass from — only the native\n * capture can see it. That's where it comes from: the `onBackdropSample` event (a probe in\n * `GlassBackdropView`).\n *\n * The decision is made BY LIGHTNESS with hysteresis: computing body density here with the\n * shader's formula would mean keeping a second implementation of the model that silently drifts\n * from the first. Whether the body and the ink actually separate by contrast is checked by\n * `check:optics` — against a real render, not a copy of the formula.\n */\n\nexport type BackdropSample = {\n /** Average lightness of the backdrop under the glass, 0..1, on the same (sRGB-encoded) scale\n * as the screen. */\n luma: number;\n /** Variegation: twice the mean deviation of lightness, 0 on a flat fill, 1 at the limit.\n * Exactly the same quantity the probe computes on the web — otherwise the platforms would\n * drift apart silently. */\n busy: number;\n /** The darkest and lightest spots under the glass. The legibility decision is made from these,\n * not the average: right over a black/white border the average reads as \"everything's fine\". */\n lo: number;\n hi: number;\n r: number;\n g: number;\n b: number;\n};\n\n/** Quantization step for the ambient color — for platforms where the measurement flows through\n * state: every probe sample would otherwise trigger a surface repaint. The shadow is tinted\n * coarsely, it doesn't need precision either. The web draws uniforms imperatively every frame\n * and takes the color as is. */\nconst AMBIENT_STEP = 32;\n\n/** The element's ambient color from a probe sample — the one that bleeds into its shadow\n * (docs/reference.md §7). */\nexport function ambientFrom(sample: { r: number; g: number; b: number }): [number, number, number] {\n const step = (v: number) => Math.round(Math.min(Math.max(v, 0), 1) * AMBIENT_STEP) / AMBIENT_STEP;\n return [step(sample.r), step(sample.g), step(sample.b)];\n}\n\n/** Ink lightness at the ends of the scale. The kit keeps light text nearly white and dark text\n * nearly black; there's no in-between polarity state by construction. */\nexport const INK_LIGHT = 0.95;\nexport const INK_DARK = 0.08;\n\n/**\n * Ink polarity from a backdrop sample — ONE place for every platform. A small element and its\n * glyphs switch between light and dark so that contrast is maximized (docs/reference.md §3): over\n * a yellow flower the reference already has black glyphs on light glass. Holding a light ink with\n * body density over a light backdrop just turns the element into a painted plaque.\n *\n * The decision is by lightness with a bias toward the light side — not by average (a white screen\n * with a dark stripe would otherwise never flip) and not by maximum (one light cover peeking under\n * the edge would recolor the whole panel). Hysteresis lives inside; the caller decides how many\n * confirmations it takes.\n */\nexport function shouldInkBeLight(sample: { luma: number; hi?: number }, wasLight: boolean): boolean {\n return decisiveLuma(sample) < (wasLight ? FLIP_LUMA : RETURN_LUMA);\n}\n\nexport const decisiveLuma = (sample: { luma: number; hi?: number }) =>\n sample.luma * 0.75 + (sample.hi ?? sample.luma) * 0.25;\n\n/** Lighter than this, a light ink flips to dark. */\nexport const FLIP_LUMA = 0.62;\n/** The way back triggers noticeably earlier than the way forward: without the gap the ink would\n * flicker on every light cover sliding under the glass edge. */\nexport const RETURN_LUMA = 0.5;\n/** How many consecutive samples have to demand a change. The probe samples ~5 times a second, so\n * three samples is roughly half a second of a stable backdrop, not a random cover flashing by\n * under the edge. */\nexport const CONFIRMATIONS = 3;\n/** Duration of the recolor. Slow enough not to read as an event, fast enough that the illegible\n * in-between state doesn't linger noticeably. */\nexport const FADE_MS = 420;\n"]}
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