Wayland compositor (wlroots)
git clone https://git.lucas.co/cce-compositor.git
tune: raise the bevel defaults to something you can actually see
Measured on a dark window: the shipped defaults (6px rim, 0.35 highlight)
lifted the edge by ~3 luminance units over the window's own 21 — invisible
in practice. 10px at 0.6/0.5 peaks around 49 and ramps back to base over
~15 device px, which reads as a lit edge without becoming a glow. Verified
against a parameter sweep rendered live via ccectl reload.
Co-Authored-By: Claude Opus 5 <[email protected]>
src/server/config.rs | 16 ++++++++--------
1 file changed, 8 insertions(+), 8 deletions(-)
diff --git a/src/server/config.rs b/src/server/config.rs
index b3fa4e6..250c46a 100644
--- a/src/server/config.rs
+++ b/src/server/config.rs
@@ -186,12 +186,12 @@ impl Default for Layout {
desktop_cell_fade_inset: 0,
desktop_grid_fade_mode: "linear".to_string(),
bevel_enabled: true,
- bevel_thickness: 6.0,
+ bevel_thickness: 10.0,
bevel_light_x: -0.7071,
bevel_light_y: -0.7071,
- bevel_light_intensity: 0.35,
- bevel_shade_intensity: 0.30,
- bevel_shoulder: 0.65,
+ bevel_light_intensity: 0.6,
+ bevel_shade_intensity: 0.5,
+ bevel_shoulder: 0.55,
bevel_color: [1.0, 1.0, 1.0, 1.0],
shadow_enabled: true,
shadow_sigma: 22.0,
@@ -459,12 +459,12 @@ fn default_shadow_color() -> String { "#0000008c".to_string() }
fn default_shadow_offset_x() -> i64 { 7 }
fn default_shadow_offset_y() -> i64 { 7 }
fn default_bevel_enabled() -> bool { true }
-fn default_bevel_thickness() -> f64 { 6.0 }
+fn default_bevel_thickness() -> f64 { 10.0 }
/// Compass point the light comes FROM, matching the shadow's top-left source.
fn default_bevel_light() -> String { "top-left".to_string() }
-fn default_bevel_light_intensity() -> f64 { 0.35 }
-fn default_bevel_shade_intensity() -> f64 { 0.30 }
-fn default_bevel_shoulder() -> f64 { 0.65 }
+fn default_bevel_light_intensity() -> f64 { 0.6 }
+fn default_bevel_shade_intensity() -> f64 { 0.5 }
+fn default_bevel_shoulder() -> f64 { 0.55 }
fn default_bevel_color() -> String { "#ffffffff".to_string() }
/// Map a compass point to a unit vector pointing TOWARD the light, in screen