GlassProps
blur is absent: glass frosts with frost, and the blur word is ignored on
this path.
Every field here is animatable and every one is a value slot, so driving the
material from a SharedValue - a highlight that tracks device tilt, a frost
that fades in - costs one slot write per frame and no scene re-encode. Only
the inherited r is static: it is a clip, not a material parameter.
Extends
Omit<BackdropProps,"blur">
Properties
antiAlias?
optional antiAlias?: boolean;Inherited from
blendMode?
optional blendMode?: BlendMode;How this drawing composites onto what is already there. 'srcOver' by default.
Inherited from
children?
optional children?: ReactNode;Inherited from
color?
optional color?: Animated<Color>;Inherited from
depth?
optional depth?: Animated<number>;How far the refraction reaches in from the edge, 1–100. Defaults to 20.
dispersion?
optional dispersion?: Animated<number>;Chromatic aberration at the edge, 0–100. Defaults to 0.
frost?
optional frost?: Animated<number>;Background frost, 0–100. Defaults to 20.
height
height: Animated<number>;Inherited from
lightAngle?
optional lightAngle?: Animated<number>;Where the edge highlight comes from, in degrees. 0 is straight above and positive turns clockwise, −179 to 180. Defaults to 45.
lightIntensity?
optional lightIntensity?: Animated<number>;How bright the edge highlight is, 0–100 (values above 100 are not clamped). Defaults to 50 - tgfx's own default is 80, which reads as chrome rather than glass over most content. 0 removes the highlight and leaves the refraction and frost alone.
opacity?
optional opacity?: Animated<number>;Paint-wide alpha multiplier in [0, 1]; only one per chain can animate.
Inherited from
r?
optional r?: number;Corner radius. Defaults to 0. Static: the writer does not give it a slot.
Inherited from
ref?
optional ref?: NodeHandle;A handle from useNode(), for changing this node without a React render.
See NodeHandle.
Inherited from
refraction?
optional refraction?: Animated<number>;Edge refraction strength, 0–100. Defaults to 40.
splay?
optional splay?: Animated<number>;How the refraction is aimed, 0–100. At 0 it follows the panel's edge curvature; at 100 it points at the panel's centre. Defaults to 0.
strokeCap?
optional strokeCap?: "butt" | "round" | "square";Inherited from
strokeJoin?
optional strokeJoin?: "round" | "miter" | "bevel";Inherited from
strokeMiter?
optional strokeMiter?: Animated<number>;Past this length-over-width ratio a 'miter' join falls back to bevel. Defaults to 4.
Inherited from
strokeWidth?
optional strokeWidth?: Animated<number>;Inherited from
style?
optional style?: "fill" | "stroke";'fill' (default) or 'stroke'.
Inherited from
visible?
optional visible?: Animated<number | boolean>;Skip drawing (and hit-testing) this node. A value slot, so a handle or a SharedValue toggles it with no re-encode - the supported way to pool mounted nodes for particle systems and variable-count scenes.
Inherited from
width
width: Animated<number>;Inherited from
x
x: Animated<number>;The panel's rect, and what it samples from beneath.
Inherited from
y
y: Animated<number>;