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https://github.com/AvengeMedia/DankMaterialShell.git
synced 2026-04-30 17:42:06 -04:00
blur: revise general blur styling and refine it
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@@ -55,7 +55,7 @@ Item {
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// M3 elevation shadow — Level 2 baseline (navigation bar), with per-bar override support
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readonly property bool hasPerBarOverride: (barConfig?.shadowIntensity ?? 0) > 0
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readonly property var elevLevel: Theme.elevationLevel2
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readonly property bool shadowEnabled: (Theme.elevationEnabled && (typeof SettingsData !== "undefined" ? (SettingsData.barElevationEnabled ?? true) : false)) || hasPerBarOverride
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readonly property bool shadowEnabled: !BlurService.enabled && ((Theme.elevationEnabled && (typeof SettingsData !== "undefined" ? (SettingsData.barElevationEnabled ?? true) : false)) || hasPerBarOverride)
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readonly property string autoBarShadowDirection: isTop ? "top" : (isBottom ? "bottom" : (isLeft ? "left" : (isRight ? "right" : "top")))
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readonly property string globalShadowDirection: Theme.elevationLightDirection === "autoBar" ? autoBarShadowDirection : Theme.elevationLightDirection
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readonly property string perBarShadowDirectionMode: barConfig?.shadowDirectionMode ?? "inherit"
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@@ -1178,7 +1178,7 @@ BasePill {
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targetRadius: Theme.cornerRadius
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sourceRect.antialiasing: true
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sourceRect.smooth: true
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shadowEnabled: Theme.elevationEnabled && SettingsData.popoutElevationEnabled
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shadowEnabled: Theme.elevationEnabled && SettingsData.popoutElevationEnabled && !BlurService.enabled
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layer.smooth: true
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layer.textureSize: Qt.size(Math.round(width * overflowMenu.dpr * 2), Math.round(height * overflowMenu.dpr * 2))
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layer.textureMirroring: ShaderEffectSource.MirrorVertically
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@@ -1627,7 +1627,7 @@ BasePill {
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targetColor: Theme.withAlpha(Theme.surfaceContainer, Theme.popupTransparency)
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targetRadius: Theme.cornerRadius
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sourceRect.antialiasing: true
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shadowEnabled: Theme.elevationEnabled && SettingsData.popoutElevationEnabled
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shadowEnabled: Theme.elevationEnabled && SettingsData.popoutElevationEnabled && !BlurService.enabled
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layer.smooth: true
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layer.textureSize: Qt.size(Math.round(width * menuWindow.dpr), Math.round(height * menuWindow.dpr))
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layer.textureMirroring: ShaderEffectSource.MirrorVertically
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