vireglass 2.3.1 → 3.0.0

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Files changed (58) hide show
  1. package/README.md +37 -6
  2. package/dist/{adapters-BOPIRMnL.d.cts → adapters--bXcGvhW.d.cts} +2 -2
  3. package/dist/{adapters-B_amRBqc.d.ts → adapters-BlMhc6pI.d.ts} +2 -2
  4. package/dist/{chunk-MMPK6DCK.js → chunk-CPSIY2DZ.js} +58 -8
  5. package/dist/chunk-CPSIY2DZ.js.map +1 -0
  6. package/dist/{chunk-UDPJLNFW.js → chunk-RWUR3OV6.js} +4 -4
  7. package/dist/{chunk-UDPJLNFW.js.map → chunk-RWUR3OV6.js.map} +1 -1
  8. package/dist/{chunk-CTTZNZFV.js → chunk-VLDD655U.js} +3 -3
  9. package/dist/{chunk-CTTZNZFV.js.map → chunk-VLDD655U.js.map} +1 -1
  10. package/dist/{chunk-V47YU75P.js → chunk-YAN2OK4H.js} +31 -38
  11. package/dist/chunk-YAN2OK4H.js.map +1 -0
  12. package/dist/{chunk-SLRPHDV7.js → chunk-Z4FKYY47.js} +3 -3
  13. package/dist/{chunk-SLRPHDV7.js.map → chunk-Z4FKYY47.js.map} +1 -1
  14. package/dist/dom.cjs +180 -55
  15. package/dist/dom.cjs.map +1 -1
  16. package/dist/dom.d.cts +72 -25
  17. package/dist/dom.d.ts +72 -25
  18. package/dist/dom.js +116 -54
  19. package/dist/dom.js.map +1 -1
  20. package/dist/{geometry-RhKd7CM5.d.cts → geometry-ip9WSlZv.d.cts} +1 -1
  21. package/dist/{geometry-GvXtt-_S.d.ts → geometry-pabkYV7w.d.ts} +1 -1
  22. package/dist/{group-model-z4N27qsC.d.ts → group-model-CQiI5cCe.d.ts} +1 -1
  23. package/dist/{group-model-DwtixGhG.d.cts → group-model-DX2_W9J_.d.cts} +1 -1
  24. package/dist/index.cjs +92 -40
  25. package/dist/index.cjs.map +1 -1
  26. package/dist/index.d.cts +6 -6
  27. package/dist/index.d.ts +6 -6
  28. package/dist/index.js +5 -5
  29. package/dist/law.cjs +56 -6
  30. package/dist/law.cjs.map +1 -1
  31. package/dist/law.d.cts +54 -4
  32. package/dist/law.d.ts +54 -4
  33. package/dist/law.js +1 -1
  34. package/dist/{material-CnUmdKg1.d.ts → material-D9m1EN47.d.cts} +9 -6
  35. package/dist/{material-CnUmdKg1.d.cts → material-D9m1EN47.d.ts} +9 -6
  36. package/dist/react.d.cts +1 -1
  37. package/dist/react.d.ts +1 -1
  38. package/dist/reference.d.cts +2 -2
  39. package/dist/reference.d.ts +2 -2
  40. package/dist/reference.js +2 -2
  41. package/dist/web/index.cjs +91 -39
  42. package/dist/web/index.cjs.map +1 -1
  43. package/dist/web/index.d.cts +3 -3
  44. package/dist/web/index.d.ts +3 -3
  45. package/dist/web/index.js +4 -4
  46. package/docs/dom.md +49 -3
  47. package/docs/law.md +1 -1
  48. package/package.json +1 -1
  49. package/src/dom/body.ts +93 -39
  50. package/src/dom/index.ts +49 -20
  51. package/src/dom/probe.ts +1 -1
  52. package/src/dom/rim.ts +63 -28
  53. package/src/dom/style-hold.ts +8 -0
  54. package/src/law.ts +54 -4
  55. package/src/lens-shader.ts +26 -33
  56. package/src/material.ts +10 -7
  57. package/dist/chunk-MMPK6DCK.js.map +0 -1
  58. package/dist/chunk-V47YU75P.js.map +0 -1
@@ -23,7 +23,48 @@ var RIM = {
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  * The dark edge along the whole silhouette, as a multiplicative darkening. iOS 27 made it a
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  * layer of its own, and it does not rule out the highlight sitting on top of it (§2).
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  */
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- darkEdge: 0.22};
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+ darkEdge: 0.22,
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+ /**
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+ * How strongly the line is drawn, by the lightness around the element. The rim is a reflection
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+ * of the surroundings, so it is faint over a dark one and plain over a bright one, not white at
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+ * full strength everywhere (§2, §6).
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+ *
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+ * MEASURED off the controls of A 2:17 (over dark video), M 2:52 (over sky) and A 2:18 (over
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+ * grass), as the brightest rim bin's OKLab lightness over the surround's: 0.24 to 0.27 over dark,
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+ * 0.25 over sky, 0.37 over grass. Through the DOM path onto the same backdrops these land within
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+ * 0.08 of the smooth rows (docs/dom.md); a line white at full strength reads 0.70 to 0.80 over the
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+ * dark frames.
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+ */
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+ strengthDark: 0.37,
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+ strengthLight: 0.95,
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+ /**
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+ * The surround lightness between which the strength moves from one to the other. UNMEASURED: the
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+ * two ends are, and the controls in between were not looked for.
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+ */
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+ ambientFrom: 0.15,
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+ ambientTo: 0.45,
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+ /**
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+ * The share of the line's width, from the silhouette inward, that the light line leaves to the
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+ * dark edge. UNMEASURED: without it the line covers the dark edge and an element over a bright
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+ * flat backdrop loses the one mark that holds it there.
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+ */
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+ lineInset: 0.3,
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+ /**
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+ * The share of the peak that the line keeps along the whole contour, away from the key light.
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+ * MEASURED: the reference line goes all the way round. Its dimmest bin sits 0.06 to 0.12 of
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+ * lightness over the surround on the dark frames, against a peak of 0.24 to 0.27 (A 2:17).
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+ */
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+ contour: 0.3,
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+ /** How far the line's colour is lifted from the surroundings' toward white. UNMEASURED: the
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+ * lens always had 0.75 here, and this is that figure with a name. */
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+ whiteShare: 0.75,
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+ /**
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+ * The reflectance (`fresnelStrength`) at which the line is drawn at the strengths above: that
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+ * of ordinary glass, index 1.5. A denser medium does not draw it brighter than they say; a
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+ * thinner one draws it fainter. UNMEASURED.
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+ */
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+ reflectanceRef: 0.7
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+ };
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  var BODY = {
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  /** Lightness ceiling for the body when legibility is loose. */
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  capLoose: 0.62,
@@ -36,12 +77,30 @@ var BODY = {
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  busyEdge: 0.75,
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  /** Fine texture the body has to stop being a window for. */
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  groundSpan: 0.06,
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- /** Where the tint flips direction, by the element's AVERAGE lightness — a local threshold cuts
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- * a diagonal step across the body on a gradient. */
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- darkSideFrom: 0.42,
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- darkSideTo: 0.58,
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+ /**
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+ * The spread under the element at which the ink's legibility requirement starts to bind, and the
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+ * spread where it binds fully. Over a flat backdrop polarity flips before the ink drowns, so
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+ * the body does not darken under a light glyph there; over texture it does. UNMEASURED: the
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+ * reference shows a lighter body under a white glyph over sky, nothing about texture.
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+ */
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+ inkBusyFrom: 0.02,
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+ inkBusyTo: 0.12,
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  /** Ceiling on any single demand, so one requirement cannot make the glass opaque on its own. */
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- maxDemand: 0.92};
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+ maxDemand: 0.92,
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+ /**
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+ * And a tighter one for presence specifically. It is a FLOOR on visibility, not a licence to go
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+ * opaque: wherever the body's tint sits close to the backdrop, the density that would deliver the
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+ * separation is the ceiling, and glass at `maxDemand` has stopped being a window. Better to
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+ * separate as far as transparency allows and no further. UNMEASURED.
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+ */
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+ presenceDemand: 0.5,
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+ /**
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+ * The density at which the body is wholly the ink's own pole. Between `presenceDemand` and this
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+ * the body moves from the light a thin body carries to the pole: a density no presence floor
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+ * reaches is one the ink's legibility, or a system setting, has asked for. UNMEASURED.
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+ */
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+ inkPoleTo: 0.8
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+ };
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  var DISPERSION = {
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  /** Red bends less than the base index, blue more — and not symmetrically. */
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  redShift: -0.4,
@@ -718,7 +777,11 @@ half4 main(float2 xy) {
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  float rimKey = u_specular * (pow(max(rimFacing, 0.0), ${RIM.lobeExponent}.0) + ${RIM.opposingArc} * pow(max(-rimFacing, 0.0), ${RIM.lobeExponent}.0));
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  // Wherever the key light doesn't fall, the face reflects its shaded surroundings \u2014 hence the
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  // dark outline.
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- float3 env = refl * (0.55 + 0.45 * min(key, 1.0)) + float3(1.2 * key);
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+ // The key light's glint is a reflection of the surroundings too: it is scaled by the same
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+ // ambient strength as the rim line, so it is not white at full strength over a dark backdrop.
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+ float rimStrength = mix(${RIM.strengthDark}, ${RIM.strengthLight},
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+ smoothstep(${RIM.ambientFrom}, ${RIM.ambientTo}, vgLuma(ambient)));
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+ float3 env = refl * (0.55 + 0.45 * min(key, 1.0)) + float3(1.2 * key * rimStrength / ${RIM.strengthLight});
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  // Interference and diffraction live in the reflected ray at a grazing angle \u2014 a single hue
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  // multiplier applied to the reflection, no extra samples.
@@ -794,12 +857,10 @@ half4 main(float2 xy) {
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  // transparent glass by the model.
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  float demand = clamp(u_legibility * 4.0, 0.0, 1.0);
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859
 
797
- // Where there's no ink, the glass tints away from the backdrop. The direction is chosen by the
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- // average lightness under the element, not the local spot's lightness: otherwise on a gradient
799
- // the threshold cuts across the body as a diagonal step.
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- float darkSide = smoothstep(${BODY.darkSideFrom}, ${BODY.darkSideTo}, mean);
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- float away = mix(VG_TINT_LIGHT, VG_TINT_DARK, darkSide);
802
- float tintLuma = mix(away, mix(VG_TINT_LIGHT, VG_TINT_DARK, pol), demand);
860
+ // The body is lighter than its surroundings whatever the glyph on it is: glass concentrates
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+ // light (M 2:29), and the reference keeps a lighter body under a white glyph over sky as much as
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+ // over dark. Only a requirement of the ink pulls it to the ink's own pole, below.
863
+ float inkPole = mix(VG_TINT_LIGHT, VG_TINT_DARK, pol);
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804
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  // How much medium it takes to push lightness under the ink past the threshold \u2014 locally.
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  // Computed from whichever edge of the backdrop's spread is closer to the ink: a light ink
@@ -814,32 +875,22 @@ half4 main(float2 xy) {
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  float needForDark = inkLo < floorDark
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  ? clamp((floorDark - inkLo) / max(VG_TINT_LIGHT - inkLo, 1e-4), 0.0, ${BODY.maxDemand})
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  : 0.0;
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- float needForInk = mix(needForDark, needForLight, pol) * demand;
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+ // Over a flat backdrop the ink asks for nothing: polarity flips before it drowns. It is spread
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+ // under the ink that the body has to answer.
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+ float structured = smoothstep(${BODY.inkBusyFrom}, ${BODY.inkBusyTo}, busy);
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+ float needForInk = mix(needForDark, needForLight, pol) * demand * structured;
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819
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  float ground = structure * u_legibility * VG_GROUND_SPAN;
820
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  float density = max(max(u_bodyDensity, ground), needForInk);
821
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822
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  // PRESENCE (\xA73). Over a uniform backdrop there is nothing to refract, and an element that is
823
- // only a rim honestly disappears \u2014 right for a piece of background, wrong for a control.
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- //
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- // This used to live on the rim line alone, as lit = max(rimKey, u_presence x 2), while the
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- // DOM path has always implemented it as a floor on the BODY. Two renderers, one field, two
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- // meanings. Measured on Apple's own control over a flat page (frames/verify/m-707), the body
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- // carries 16 levels of separation there and the rim 11.6 \u2014 so the body is where it belongs,
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- // and the rim's reading was the wrong one.
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- // The separation asked for is capped by the range that is left: over a backdrop at 0.96 there
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- // is no room to go 0.05 lighter. And what it is DIVIDED by is the distance to the tint's own
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- // end, not to the tint the body currently sits at \u2014 dividing by the latter explodes wherever
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- // the two are close, which is how the first version of this drove density to its ceiling at
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- // both extremes and took the window down to 7%.
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- bool lighter = local < 0.5;
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- float target = lighter ? min(local + u_presence, 1.0) : max(local - u_presence, 0.0);
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- float separation = abs(target - local);
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- float reached = abs(tintLuma - local) * density;
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- if (u_presence > 0.0 && reached < separation) {
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- float toEnd = abs((lighter ? VG_TINT_LIGHT : VG_TINT_DARK) - local);
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- density = max(density, min(separation / max(toEnd, 1e-4), ${BODY.maxDemand}));
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+ // only a rim honestly disappears \u2014 right for a piece of background, wrong for a control. A floor
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+ // on the density, toward light: the lift it gives is presence times the room left under the
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+ // light pole, so it fades out as the room does and has no step anywhere on the scale.
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+ if (u_presence > 0.0) {
891
+ density = max(density, min(u_presence / VG_TINT_LIGHT, ${BODY.presenceDemand}));
842
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  }
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+ float tintLuma = mix(VG_TINT_LIGHT, inkPole, max(clamp(needForInk / max(density, 1e-4), 0.0, 1.0), smoothstep(${BODY.presenceDemand}, ${BODY.inkPoleTo}, density)));
843
894
 
844
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  // Glass has no color of its own \u2014 only the color of what's beneath it (HIG "Color").
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  float3 tintHue = mix(float3(1.0), vgHue(wide * 0.5 + ambient * 0.5), u_colorPickup);
@@ -879,17 +930,18 @@ half4 main(float2 xy) {
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  }
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931
 
881
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  // RIM LIGHT \u2014 a separate layer, a line about 1 pt wide along the silhouette (M 2:36, 11:04):
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- // brighter where the face faces the key light, weaker opposite it; where no light falls, a
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- // dark outline. This line is what holds the element's presence, not a fill on the body: over a
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- // flat backdrop a control is visible along its whole silhouette because of it.
885
- float line = (1.0 - smoothstep(0.0, lineW, e)) * lens;
933
+ // brighter where the face faces the key light, weaker opposite it, and never absent: the line
934
+ // runs the whole contour. It is a reflection of the surroundings, so it is faint over a dark
935
+ // one and plain over a bright one (\xA72, \xA76).
936
+ float line = smoothstep(0.0, lineW * ${RIM.lineInset}, e) * (1.0 - smoothstep(lineW * ${RIM.lineInset}, lineW, e)) * lens;
886
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  float outline = (1.0 - smoothstep(0.0, lineW * 0.6, e)) * lens;
887
- float lit = clamp(max(rimKey * 1.4, u_presence * 2.0), 0.0, 1.0);
938
+ float reflectN = min(u_fresnel / ${RIM.reflectanceRef}, 1.0);
939
+ float lit = clamp(rimStrength * reflectN * (${RIM.contour} + (1.0 - ${RIM.contour}) * rimKey / max(u_fresnel, 0.001)), 0.0, 1.0);
888
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  // The dark rim is its own layer around the whole silhouette, and the highlight sits ON TOP of
889
941
  // it (iOS 27). While the outline used to fade via a (1 \u2212 lit) multiplier, the silhouette read
890
942
  // as a single arc: highlight OR shadow.
891
943
  rgb *= 1.0 - ${RIM.darkEdge} * outline;
892
- rgb = mix(rgb, mix(refl, float3(1.0), 0.75), line * lit);
944
+ rgb = mix(rgb, mix(refl, float3(1.0), ${RIM.whiteShare}), line * lit);
893
945
 
894
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  if (u_debug > 9.5 && u_debug < 10.5) { rgb = spectral * 0.5; }
895
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  if (u_debug > 10.5 && u_debug < 11.5) { rgb = float3(density, needForInk, structure); }