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GlassMaterial

Struct GlassMaterial 

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pub struct GlassMaterial {
    pub blur: f32,
    pub tint: Color,
    pub saturation: f32,
    pub brightness: f32,
    pub noise: f32,
    pub border_thickness: f32,
    pub shadow: Option<MaterialShadow>,
    pub simple: bool,
}
Expand description

Glass/vibrancy material that blurs content behind it

Creates a frosted glass effect similar to macOS vibrancy or iOS blur.

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§blur: f32

Blur intensity (0-50, default 20)

§tint: Color

Tint color applied over the blur

§saturation: f32

Color saturation (1.0 = normal, 0.0 = grayscale, >1.0 = vibrant)

§brightness: f32

Brightness multiplier (1.0 = normal)

§noise: f32

Noise/grain amount for frosted texture (0.0-0.1)

§border_thickness: f32

Border highlight thickness

§shadow: Option<MaterialShadow>

Optional drop shadow

§simple: bool

Use simple frosted glass mode (no liquid glass effects)

Implementations§

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impl GlassMaterial

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pub fn new() -> GlassMaterial

Create a new glass material with default settings

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pub fn blur(self, blur: f32) -> GlassMaterial

Set blur intensity

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pub fn tint(self, color: Color) -> GlassMaterial

Set tint color

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pub fn tint_rgba(self, r: f32, g: f32, b: f32, a: f32) -> GlassMaterial

Set tint from RGBA components

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pub fn saturation(self, saturation: f32) -> GlassMaterial

Set saturation

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pub fn brightness(self, brightness: f32) -> GlassMaterial

Set brightness

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pub fn noise(self, amount: f32) -> GlassMaterial

Add noise/grain for frosted effect

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pub fn border(self, thickness: f32) -> GlassMaterial

Set border highlight thickness

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pub fn shadow(self, shadow: MaterialShadow) -> GlassMaterial

Add drop shadow

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pub fn ultra_thin() -> GlassMaterial

Ultra-thin glass (very subtle blur)

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pub fn thin() -> GlassMaterial

Thin glass

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pub fn regular() -> GlassMaterial

Regular glass (default blur)

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pub fn thick() -> GlassMaterial

Thick glass (heavy blur)

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pub fn frosted() -> GlassMaterial

Frosted glass with grain texture

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pub fn card() -> GlassMaterial

Card style with border and shadow

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pub fn simple() -> GlassMaterial

Simple frosted glass - pure blur without liquid glass effects

Creates a clean backdrop blur effect without edge refraction, light reflections, or bevel effects. More performant and ideal for subtle UI backgrounds where you want pure frosted glass.

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pub fn with_simple(self, simple: bool) -> GlassMaterial

Enable/disable simple mode (no liquid glass effects)

Trait Implementations§

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impl Clone for GlassMaterial

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fn clone(&self) -> GlassMaterial

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for GlassMaterial

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Default for GlassMaterial

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fn default() -> GlassMaterial

Returns the “default value” for a type. Read more
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impl From<GlassMaterial> for Material

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fn from(glass: GlassMaterial) -> Material

Converts to this type from the input type.

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where T: 'static + ?Sized,

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Gets the TypeId of self. Read more
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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
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