//! Pure 2D math for valo: points, rects, affine transforms, color.
//! Zero dependencies (serde optional) — usable anywhere, no GPU, no unicode.
//!
//! Conventions (fixed across all of valo):
//! - y-down, origin top-left, units are logical pixels until a transform says otherwise.
//! - The public transform is a full 4×4 (glam-backed); the renderer folds depth in (
//! is a renderer concern — clips consume z, the user never sees it).
//! - `Color` is straight (unpremultiplied) sRGB; premultiplication happens at the GPU
//! boundary. Blending is performed in sRGB space (the CSS/Skia-compatible look) —
//! linear/wide-gamut blending is deliberately deferred.
pub use Color;
pub use ;
pub use ;
pub use ;
pub use ;
pub use Rect;
pub use ;