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https://github.com/zed-industries/zed.git
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wip
This commit is contained in:
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a2edbb71f9
commit
5db2eb84a2
3 changed files with 282 additions and 53 deletions
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@ -16,6 +16,41 @@ impl Shadow {
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.border_1()
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.border_color(hsla(0.0, 0.0, 0.0, 0.1))
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}
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fn square() -> Div {
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div()
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.size_16()
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.bg(rgb(0xffffff))
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.border_1()
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.border_color(hsla(0.0, 0.0, 0.0, 0.1))
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}
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fn rounded_small() -> Div {
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div()
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.size_16()
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.bg(rgb(0xffffff))
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.rounded(px(4.))
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.border_1()
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.border_color(hsla(0.0, 0.0, 0.0, 0.1))
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}
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fn rounded_medium() -> Div {
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div()
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.size_16()
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.bg(rgb(0xffffff))
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.rounded(px(8.))
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.border_1()
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.border_color(hsla(0.0, 0.0, 0.0, 0.1))
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}
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fn rounded_large() -> Div {
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div()
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.size_16()
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.bg(rgb(0xffffff))
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.rounded(px(12.))
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.border_1()
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.border_color(hsla(0.0, 0.0, 0.0, 0.1))
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}
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}
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fn example(label: impl Into<SharedString>, example: impl IntoElement) -> impl IntoElement {
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@ -67,11 +102,7 @@ impl Render for Shadow {
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.children(vec![
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example(
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"Square",
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div()
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.size_16()
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.bg(rgb(0xffffff))
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.border_1()
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.border_color(hsla(0.0, 0.0, 0.0, 0.1))
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Shadow::square()
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.shadow(smallvec![BoxShadow {
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color: hsla(0.0, 0.5, 0.5, 0.3),
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offset: point(px(0.), px(8.)),
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@ -81,12 +112,7 @@ impl Render for Shadow {
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),
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example(
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"Rounded 4",
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div()
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.size_16()
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.bg(rgb(0xffffff))
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.border_1()
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.border_color(hsla(0.0, 0.0, 0.0, 0.1))
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.rounded(px(4.))
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Shadow::rounded_small()
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.shadow(smallvec![BoxShadow {
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color: hsla(0.0, 0.5, 0.5, 0.3),
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offset: point(px(0.), px(8.)),
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@ -96,12 +122,7 @@ impl Render for Shadow {
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),
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example(
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"Rounded 8",
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div()
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.size_16()
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.bg(rgb(0xffffff))
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.border_1()
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.border_color(hsla(0.0, 0.0, 0.0, 0.1))
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.rounded(px(8.))
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Shadow::rounded_medium()
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.shadow(smallvec![BoxShadow {
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color: hsla(0.0, 0.5, 0.5, 0.3),
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offset: point(px(0.), px(8.)),
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@ -111,12 +132,7 @@ impl Render for Shadow {
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),
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example(
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"Rounded 16",
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div()
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.size_16()
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.bg(rgb(0xffffff))
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.border_1()
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.border_color(hsla(0.0, 0.0, 0.0, 0.1))
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.rounded(px(16.))
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Shadow::rounded_large()
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.shadow(smallvec![BoxShadow {
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color: hsla(0.0, 0.5, 0.5, 0.3),
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offset: point(px(0.), px(8.)),
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@ -126,12 +142,7 @@ impl Render for Shadow {
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),
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example(
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"Circle",
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div()
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.size_16()
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.bg(rgb(0xffffff))
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.border_1()
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.border_color(hsla(0.0, 0.0, 0.0, 0.1))
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.rounded_full()
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Shadow::base()
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.shadow(smallvec![BoxShadow {
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color: hsla(0.0, 0.5, 0.5, 0.3),
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offset: point(px(0.), px(8.)),
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@ -260,6 +271,74 @@ impl Render for Shadow {
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}]),
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),
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]),
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// Square spread examples
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div()
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.border_b_1()
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.border_color(hsla(0.0, 0.0, 0.0, 1.0))
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.flex()
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.children(vec![
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example(
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"Square Spread 0",
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Shadow::square().shadow(smallvec![BoxShadow {
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color: hsla(0.0, 0.0, 0.0, 0.3),
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offset: point(px(0.), px(8.)),
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blur_radius: px(8.),
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spread_radius: px(0.),
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}]),
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),
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example(
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"Square Spread 8",
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Shadow::square().shadow(smallvec![BoxShadow {
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color: hsla(0.0, 0.0, 0.0, 0.3),
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offset: point(px(0.), px(8.)),
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blur_radius: px(8.),
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spread_radius: px(8.),
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}]),
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),
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example(
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"Square Spread 16",
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Shadow::square().shadow(smallvec![BoxShadow {
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color: hsla(0.0, 0.0, 0.0, 0.3),
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offset: point(px(0.), px(8.)),
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blur_radius: px(8.),
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spread_radius: px(16.),
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}]),
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),
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]),
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// Rounded large spread examples
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div()
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.border_b_1()
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.border_color(hsla(0.0, 0.0, 0.0, 1.0))
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.flex()
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.children(vec![
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example(
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"Rounded Large Spread 0",
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Shadow::rounded_large().shadow(smallvec![BoxShadow {
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color: hsla(0.0, 0.0, 0.0, 0.3),
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offset: point(px(0.), px(8.)),
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blur_radius: px(8.),
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spread_radius: px(0.),
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}]),
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),
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example(
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"Rounded Large Spread 8",
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Shadow::rounded_large().shadow(smallvec![BoxShadow {
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color: hsla(0.0, 0.0, 0.0, 0.3),
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offset: point(px(0.), px(8.)),
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blur_radius: px(8.),
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spread_radius: px(8.),
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}]),
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),
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example(
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"Rounded Large Spread 16",
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Shadow::rounded_large().shadow(smallvec![BoxShadow {
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color: hsla(0.0, 0.0, 0.0, 0.3),
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offset: point(px(0.), px(8.)),
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blur_radius: px(8.),
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spread_radius: px(16.),
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}]),
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),
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]),
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// Directional shadows
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div()
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.border_b_1()
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@ -302,11 +381,101 @@ impl Render for Shadow {
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spread_radius: px(0.),
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}]),
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),
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])
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.child(
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// Multiple shadows
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]),
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// Square directional shadows
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div()
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.border_b_1()
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.border_color(hsla(0.0, 0.0, 0.0, 1.0))
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.flex()
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.children(vec![
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example(
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"Multiple",
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"Square Left",
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Shadow::square().shadow(smallvec![BoxShadow {
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color: hsla(0.0, 0.5, 0.5, 0.3),
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offset: point(px(-8.), px(0.)),
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blur_radius: px(8.),
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spread_radius: px(0.),
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}]),
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),
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example(
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"Square Right",
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Shadow::square().shadow(smallvec![BoxShadow {
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color: hsla(0.0, 0.5, 0.5, 0.3),
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offset: point(px(8.), px(0.)),
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blur_radius: px(8.),
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spread_radius: px(0.),
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}]),
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),
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example(
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"Square Top",
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Shadow::square().shadow(smallvec![BoxShadow {
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color: hsla(0.0, 0.5, 0.5, 0.3),
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offset: point(px(0.), px(-8.)),
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blur_radius: px(8.),
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spread_radius: px(0.),
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}]),
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),
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example(
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"Square Bottom",
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Shadow::square().shadow(smallvec![BoxShadow {
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color: hsla(0.0, 0.5, 0.5, 0.3),
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offset: point(px(0.), px(8.)),
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blur_radius: px(8.),
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spread_radius: px(0.),
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}]),
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),
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]),
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// Rounded large directional shadows
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div()
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.border_b_1()
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.border_color(hsla(0.0, 0.0, 0.0, 1.0))
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.flex()
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.children(vec![
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example(
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"Rounded Large Left",
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Shadow::rounded_large().shadow(smallvec![BoxShadow {
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color: hsla(0.0, 0.5, 0.5, 0.3),
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offset: point(px(-8.), px(0.)),
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blur_radius: px(8.),
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spread_radius: px(0.),
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}]),
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),
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example(
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"Rounded Large Right",
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Shadow::rounded_large().shadow(smallvec![BoxShadow {
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color: hsla(0.0, 0.5, 0.5, 0.3),
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offset: point(px(8.), px(0.)),
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blur_radius: px(8.),
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spread_radius: px(0.),
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}]),
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),
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example(
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"Rounded Large Top",
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Shadow::rounded_large().shadow(smallvec![BoxShadow {
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color: hsla(0.0, 0.5, 0.5, 0.3),
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offset: point(px(0.), px(-8.)),
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blur_radius: px(8.),
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spread_radius: px(0.),
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}]),
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),
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example(
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"Rounded Large Bottom",
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Shadow::rounded_large().shadow(smallvec![BoxShadow {
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color: hsla(0.0, 0.5, 0.5, 0.3),
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offset: point(px(0.), px(8.)),
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blur_radius: px(8.),
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spread_radius: px(0.),
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}]),
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),
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]),
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// Multiple shadows for different shapes
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div()
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.border_b_1()
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.border_color(hsla(0.0, 0.0, 0.0, 1.0))
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.flex()
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.children(vec![
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example(
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"Circle Multiple",
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Shadow::base().shadow(smallvec![
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BoxShadow {
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color: hsla(0.0 / 360., 1.0, 0.5, 0.3), // Red
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@ -334,7 +503,65 @@ impl Render for Shadow {
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},
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]),
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),
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),
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example(
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"Square Multiple",
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Shadow::square().shadow(smallvec![
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BoxShadow {
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color: hsla(0.0 / 360., 1.0, 0.5, 0.3), // Red
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offset: point(px(0.), px(-12.)),
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blur_radius: px(8.),
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spread_radius: px(2.),
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},
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BoxShadow {
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color: hsla(60.0 / 360., 1.0, 0.5, 0.3), // Yellow
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offset: point(px(12.), px(0.)),
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blur_radius: px(8.),
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spread_radius: px(2.),
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},
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BoxShadow {
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color: hsla(120.0 / 360., 1.0, 0.5, 0.3), // Green
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offset: point(px(0.), px(12.)),
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blur_radius: px(8.),
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spread_radius: px(2.),
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},
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BoxShadow {
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color: hsla(240.0 / 360., 1.0, 0.5, 0.3), // Blue
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offset: point(px(-12.), px(0.)),
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blur_radius: px(8.),
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spread_radius: px(2.),
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},
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]),
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),
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example(
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"Rounded Large Multiple",
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Shadow::rounded_large().shadow(smallvec![
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BoxShadow {
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color: hsla(0.0 / 360., 1.0, 0.5, 0.3), // Red
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offset: point(px(0.), px(-12.)),
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blur_radius: px(8.),
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spread_radius: px(2.),
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},
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BoxShadow {
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color: hsla(60.0 / 360., 1.0, 0.5, 0.3), // Yellow
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offset: point(px(12.), px(0.)),
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blur_radius: px(8.),
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spread_radius: px(2.),
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},
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BoxShadow {
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color: hsla(120.0 / 360., 1.0, 0.5, 0.3), // Green
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offset: point(px(0.), px(12.)),
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blur_radius: px(8.),
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spread_radius: px(2.),
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},
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BoxShadow {
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color: hsla(240.0 / 360., 1.0, 0.5, 0.3), // Blue
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offset: point(px(-12.), px(0.)),
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blur_radius: px(8.),
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spread_radius: px(2.),
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},
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]),
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),
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]),
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]))
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}
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}
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@ -204,30 +204,32 @@ vertex ShadowVertexOutput shadow_vertex(
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fragment float4 shadow_fragment(ShadowFragmentInput input [[stage_in]],
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constant Shadow *shadows
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[[buffer(ShadowInputIndex_Shadows)]]) {
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Shadow shadow = shadows[input.shadow_id];
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Shadow shadow = shadows[input.shadow_id];
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float2 origin = float2(shadow.bounds.origin.x, shadow.bounds.origin.y);
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float2 size = float2(shadow.bounds.size.width, shadow.bounds.size.height);
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float2 half_size = size / 2.;
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float2 center = origin + half_size;
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float2 point = input.position.xy - center;
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float2 origin = float2(shadow.bounds.origin.x, shadow.bounds.origin.y);
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float2 size = float2(shadow.bounds.size.width, shadow.bounds.size.height);
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float2 half_size = size / 2.;
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float2 center = origin + half_size;
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float2 point = input.position.xy - center;
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// Calculate distance from the edge of the shape
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float2 d = abs(point) - half_size + shadow.corner_radii.top_left;
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float distance = length(max(d, 0.)) + min(max(d.x, d.y), 0.) - shadow.corner_radii.top_left;
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// Calculate distance from the edge of the shape
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float2 d = abs(point) - half_size + shadow.corner_radii.top_left;
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float corner_distance = length(max(d, 0.)) + min(max(d.x, d.y), 0.);
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float distance = corner_distance - shadow.corner_radii.top_left;
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if (shadow.blur_radius == 0.0) {
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// For zero blur, use a sharp cutoff
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return distance <= 0.0 ? input.color : float4(0.0);
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} else {
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// For non-zero blur, use a smooth falloff
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float alpha = saturate(0.5 - distance / shadow.blur_radius);
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// Apply spread (reduced effect and maintaining circular shape)
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float spread_factor = 0.5; // Adjust this to fine-tune the spread effect
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distance -= shadow.spread_radius * spread_factor;
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distance = length(max(float2(distance, 0.), 0.)) + min(distance, 0.);
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// Improve the gradient quality by applying a curve
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alpha = smoothstep(0.0, 1.0, alpha);
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// Improved blur calculation
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float blur_amount = shadow.blur_radius * 0.5;
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float alpha = smoothstep(blur_amount, -blur_amount, distance);
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// Apply a smoother falloff
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alpha = pow(alpha, 1.3);
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return input.color * float4(1., 1., 1., alpha);
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}
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}
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struct UnderlineVertexOutput {
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@ -421,7 +421,7 @@ pub fn box_shadow_style_methods(input: TokenStream) -> TokenStream {
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self.style().box_shadow = Some(smallvec![
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BoxShadow {
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color: hsla(0.5, 0., 0., 0.1),
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color: hsla(0., 0., 0., 0.1),
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offset: point(px(0.), px(4.)),
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blur_radius: px(6.),
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spread_radius: px(-1.),
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