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Depth, light and translucency without changing the API
Niveus read flat: thin sheens, short shadows, opaque grey chrome and a painted canvas. This retunes values and component internals only; every class and token name is unchanged, so existing pages pick it up as is. - Canvas: a faint accent light falls across the page, so translucent layers have something to show through. - Surfaces: the surface sheen runs the full height (lit top, shaded foot); raised and filled sheens, highlights and bevels are stronger; the elevation scale is deeper and softer. - Translucency: cards, dialogs, the sidebar and tab tracks let some of the canvas through, with blur so busy grounds never read as texture; frosted and glass materials are clearer with more blur. - Filled buttons give off a soft glow of their own color. - Light fields are paper instead of grey wells that looked disabled. - Fixes: navigation bars wrap and lists scroll inside them instead of overflowing the page on phones; choice labels sit at control size; disabled ghost buttons no longer grow a filled well; the color-swatch rule is split so neither engine drops it. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019iMUTHrD8K9CSuHqsanje9
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13 changed files with 281 additions and 139 deletions
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@ -39,7 +39,7 @@
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--nv-light-background-subtle: color-mix(in oklab, #eeece6, var(--nv-brand) var(--nv-brand-tint));
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--nv-light-surface: #fbfbfa;
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--nv-light-surface-elevated: #f8f8f6;
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--nv-light-surface-inset: color-mix(in oklab, #e3e2dd, var(--nv-brand) var(--nv-brand-tint));
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--nv-light-surface-inset: color-mix(in oklab, #eeede8, var(--nv-brand) var(--nv-brand-tint));
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--nv-light-surface-hover: color-mix(in oklab, #f1f0ec, var(--nv-brand) var(--nv-brand-tint));
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--nv-light-surface-active: color-mix(in oklab, #e6e5e0, var(--nv-brand) var(--nv-brand-tint));
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--nv-light-scrim: rgb(28 24 18 / 0.34);
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@ -135,22 +135,22 @@
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/* --- Depth and material -------------------------------------------------
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Three shadow colors build every elevation level: an ambient contact
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shadow, a soft penumbra, and a deeper umbra for high elevations. */
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--nv-light-shadow-ambient: rgb(40 32 20 / 0.09);
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--nv-light-shadow-penumbra: rgb(40 32 20 / 0.12);
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--nv-light-shadow-umbra: rgb(40 32 20 / 0.11);
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--nv-light-shadow-inset: rgb(40 32 20 / 0.17);
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--nv-light-shadow-ambient: rgb(40 32 20 / 0.08);
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--nv-light-shadow-penumbra: rgb(40 32 20 / 0.1);
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--nv-light-shadow-umbra: rgb(40 32 20 / 0.16);
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--nv-light-shadow-inset: rgb(40 32 20 / 0.14);
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--nv-light-highlight: rgb(255 255 255 / 0.9);
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--nv-light-highlight-strong: rgb(255 255 255 / 1);
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/* Paper already has a border doing the contact work, so the outline only
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softens it; the bottom shade is faint for the same reason. */
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--nv-light-lowlight: rgb(40 32 20 / 0.07);
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--nv-light-lowlight: rgb(40 32 20 / 0.09);
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--nv-light-outline: rgb(40 32 20 / 0.05);
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--nv-light-sheen-top: rgb(255 255 255 / 0.75);
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--nv-light-sheen-bottom: rgb(40 32 20 / 0.04);
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--nv-light-sheen-strong-top: rgb(255 255 255 / 0.24);
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--nv-light-sheen-strong-bottom: rgb(20 16 10 / 0.1);
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--nv-light-sheen-top: rgb(255 255 255 / 0.9);
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--nv-light-sheen-bottom: rgb(40 32 20 / 0.07);
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--nv-light-sheen-strong-top: rgb(255 255 255 / 0.32);
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--nv-light-sheen-strong-bottom: rgb(20 16 10 / 0.16);
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--nv-light-knob: var(--nv-palette-neutral-0);
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--nv-light-knob-shade: rgb(40 32 20 / 0.13);
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@ -163,9 +163,9 @@
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--nv-light-elevation-tint-4: transparent;
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--nv-light-elevation-tint-5: transparent;
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--nv-light-material-frosted: rgb(251 251 249 / 0.66);
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--nv-light-material-glass: rgb(251 251 249 / 0.5);
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--nv-light-material-border: rgb(255 255 255 / 0.6);
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--nv-light-material-frosted: rgb(252 252 250 / 0.56);
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--nv-light-material-glass: rgb(252 252 250 / 0.4);
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--nv-light-material-border: rgb(255 255 255 / 0.72);
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/* --- Window controls --------------------------------------------------------- */
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--nv-light-window-close: var(--nv-palette-window-close);
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