Phones get flat glass: no live blur, no baked layer
The touch fallback from 0.3.8 (a real backdrop-filter over the live scene) was the wrong trade: every pane re-blurs on every frame while the bubbles animate, and phones choke - input lag, "buttons take ages to respond". Touch devices now drop both the bake (which mispaints there) and the live blur: the panes keep the thin Ask-pill tint over the sharp scene, and the hand-rolled activity fills keep their own tints - transparent glass at zero per-frame cost. Desktop keeps the baked blur. tests/mobile-test.mjs pins the flat contract (no baked layer, no backdrop-filter on a card) with a touch context: 124/124. Contrast 0 findings, axe clean, chat 101/101, regression 44/44, i18n 13/13, native 33/33. Version 0.3.9, SW -> freezmo-v68.
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@ -1411,6 +1411,15 @@ Things I chose while building, with the reasoning:
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pre-blurred wallpaper — the scene is clearly visible through the glass, and the
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pixel-contrast scan still passes.
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74. **Phones get flat glass, not live blur.** The touch fallback from 73 (a real backdrop blur
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over the live scene) turned out to be the wrong trade: every pane re-blurs on every frame
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while the bubbles animate, and phones choke — input lag, "buttons take ages to respond". Touch
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devices now drop both the bake (which mispaints there) *and* the live blur: the panes keep the
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thin Ask-pill tint over the sharp scene (the hand-rolled activity fills keep their own tints),
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i.e. transparent glass at zero per-frame cost. Desktop keeps the baked blur — the same look as
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the phones had, without the GPU bill. `tests/mobile-test.mjs` pins the flat contract (no baked
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layer, no backdrop-filter on a card) with a touch context.
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73. **Touch devices blur the live backdrop; desktop keeps the bake.** Mobile engines repaint
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`background-attachment: fixed` late (and iOS treats it as scroll), so the baked glass showed a
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stale crop of the wallpaper until a tap forced a repaint — "some of the UI looks bugged until I
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