Variants for the decisions that need to be seen: how each material treats light, what each
action does to it, how beams meet in fog, and where light may land. Nothing here moves until
you act, except the light you drag in the spotlight stage. Toggle the mode to judge night.
A / Materials
Fourteen ways to treat light.
One lamp, one object. Shadows lean toward the far band; light passing a tinted object takes its color; a prism, lens or mirror throws a new beam.
glass
glass · T 0.6Transmits. For transient surfaces.
prism
prism · T 0.55Splits incident light into the four bands. For primary actions, hero marks.
dichroic
dichroic · T tintPasses its band; glows its complement on the lit side. For brand accents.
frosted
frosted · T 0.3Transmits without direction and re-emits softly. For standing surfaces, disabled controls.
filter
filter · T tintPasses only its band, so light on light tinges. For selected or tinted states.
pigment
pigment · T 0.05Absorbs, bouncing a little of its own color. For immovable surfaces.
mirror
mirror · T 0Redirects light into a reflected beam. For dividers that route light.
emitter
emitter · T 1Is a source. For screens, live status, hovered controls.
phosphor
phosphor · T 0.5Stores light and re-emits it over 35q. For notifications, recent changes.
fog
fog · T 1Scatters: beams show, and dim with distance. For atmosphere, emphasis zones.
void
void · T 0Absorbs everything. For destructive actions, night occlusion.
pipe
pipe · T 0Carries light from its lit end along its length. For focus, selection seams, progress.
film
film · T 0.8Shifts color with the angle of the light. For foil, celebratory marks.
lens
lens · T 0.9Converges light into a beam. For toggles, the current choice.
B / Light events
What actions do to light.
Each specimen is a real control. Act on it to see its event. Every event settles within its listed duration (1q = 40ms); held states end when their state does.
sunrise · first paintthe key light rises to rest, once. 25q.
busy · aria-busylight breathes only while busy. Loops while busy, never at rest.
Hold me
lift · drag · holdthe object rises: its shadow detaches and softens. Held.
reject · errorthe object becomes a danger filter, then clears. 8q.
1 new review
afterglow · arrivalphosphor afterglow that decays. 35q.
clipboard
carry · copy · sendlight travels to its destination. 10q.
card
eclipse · mode changean occluder crosses the key light. 25q.
C / Spotlights in fog
Red meets blue in the air.
Fog scatters light so beams show, and dims them with distance. Where the beams cross they add. Drag the lights and the panes; arrow keys nudge the focused one.
filter
prism
pigment
D / Variants
Where may light land?
The same scene under each option. The light rig on the reference page applies any of these to the whole page.
SURFACES
Field only, lit surfaces, or lit edges
Transient
Standing
fieldLight lands between objects only (v0.8).
Transient
Standing
litSurfaces catch a wash of the arriving light.
Transient
Standing
edgesOnly the edge facing the light catches it.
LEGIBILITY
Clamp, halo, or mask
Release 4.2 ships Friday
Two checks are ready. One needs a decision before noon.
clampLight stays within the audited bound; text sits in it.
Release 4.2 ships Friday
Two checks are ready. One needs a decision before noon.
haloText keeps a halo of its ground.
Release 4.2 ships Friday
Two checks are ready. One needs a decision before noon.
maskLight is held off the text blocks.
DEPTH
Flat, or z-layered
z 1
z 2
z 3
flatEvery object sits on the field.
z 1
z 2
z 3
zHigher layers throw their shadow farther from themselves.
NIGHT
Occlusion, or light play
card
screen
occlusionLight is scarce and objects grow opaque; only emitters glow.
card
screen
lightLight plays: beams show in a low fog and pools glow.