ndavis added a comment.
In D19148#418158 <https://phabricator.kde.org/D19148#418158>, @zzag wrote: > In D19148#418083 <https://phabricator.kde.org/D19148#418083>, @ndavis wrote: > > > @zzag Is the only difference between the ambient and directional shadow the Y axis offset? If so, why do we have two shadows if they don't work differently? > > > Well, no, that's not that easy, we need them both. On its own, the directional shadow is a little bit harsh/sharp, so the ambient shadow is used to make it softer. Generally speaking, I took inspiration from material shadows <https://material.io/design/environment/light-shadows.html#>. Pay close attention to pictures in "light and shadows" section. I've looked and while it helped me a little understand what it was meant to achieve, it didn't help me understand how it actually works. I'm not even sure if I can see a difference with and without ambient shadow. This is Very Large with 100% directional and 0% ambient F6632103: Screenshot_20190223_190524.png <https://phabricator.kde.org/F6632103> This is Very Large with 100% directional and 100% ambient F6632107: Screenshot_20190223_190427.png <https://phabricator.kde.org/F6632107> If the ambient shadow actually did anything, wouldn't the inner areas of the shadow be significantly different in the second screenshot? REPOSITORY R31 Breeze BRANCH shadow-sizes (branched from master) REVISION DETAIL https://phabricator.kde.org/D19148 To: ndavis, #vdg, #breeze, ngraham Cc: filipf, ngraham, zzag, rooty, plasma-devel, jraleigh, GB_2, ragreen, Pitel, ZrenBot, lesliezhai, ali-mohamed, jensreuterberg, abetts, sebas, apol, mart