GPU-accelerated UI toolkit (Vulkan)
git clone https://git.lucas.co/cce-ui.git
tune: darken the focused carve's complementary shadow (0.38 -> 0.22)
Co-Authored-By: Claude Fable 5 <[email protected]>
src/vk/shader2d.wgsl | 9 +++++----
1 file changed, 5 insertions(+), 4 deletions(-)
diff --git a/src/vk/shader2d.wgsl b/src/vk/shader2d.wgsl
index 1f35dca..f757423 100644
--- a/src/vk/shader2d.wgsl
+++ b/src/vk/shader2d.wgsl
@@ -426,10 +426,11 @@ fn plate_shade(frag: vec2f, vcol: vec4f) -> vec4f {
let hl = mix(vec3f(1.0), rrect_clip.p_spec_tint.rgb, tw);
return vec4f(hl, min(v * (1.0 + 0.5 * tw), 1.0));
}
- // Shadow: the complementary counter-tint (warm against a cool accent) at
- // ~38%, so the focused rim's two sides oppose in hue as well as value —
- // the painter's warm-light/cool-shadow trick. Untinted carves stay black.
- let sh = (vec3f(1.0) - rrect_clip.p_spec_tint.rgb) * 0.38 * tw;
+ // Shadow: the complementary counter-tint (warm against a cool accent),
+ // kept dark (~22%) so it still reads as shadow with a hue cast, not a
+ // second glow — the painter's warm-light/cool-shadow trick. Untinted
+ // carves stay black.
+ let sh = (vec3f(1.0) - rrect_clip.p_spec_tint.rgb) * 0.22 * tw;
return vec4f(sh, min(-v * (1.0 + 0.5 * tw), 1.0));
}