RampRamp
Platform

Post-Processing Effects

Glass

Glass Highlights and ShadowsPlain GlassGlass + Blur

A bare { "type": "glass" } renders the default glass (it refracts). Every field is optional and overrides per instance.

FieldRangeDefaultNotes
size1–200080Pane width in px.
rotation0–36045Pane rotation in degrees.
refraction0–10030Distortion strength — the default's visible bite.
highlights0–1000Top-edge highlight; 0 is off, 50 a typical on.
shadows0–1000Bottom-edge shadow; 0 is off, 50 a typical on.
blur0–1000Blur amount.

Slice Shift

Slice Shift

A bare { "type": "slice-shift" } renders the default shift. Every field is optional and overrides per instance.

FieldRangeDefaultNotes
radius0–5000118Slice width in px.
transformAngle0–36045Slice angle in degrees.
transformX0–10050Horizontal transform origin.
transformY0–10050Vertical transform origin.
shift−1000–100050Per-slice displacement.
softness0–1000Edge softness.
random0–5000Per-slice random jitter.

Dither

Samples the rendered gradient and quantizes it with classic dithering. Three algorithms are available, and color is preserved by default — each RGB channel is dithered independently, so hue survives the reduced palette.

Floyd–Steinberg ditherBayer 2×2 ditherCrosshatch bitmap-pattern ditherMonochrome dither
FieldValuesDefaultNotes
algorithmfloyd-steinberg, bayer, patternError diffusion, ordered Bayer 2×2, or a bitmap mask.
patterncheckerboard, lines, crosshatch, stipple, brick, diamond, triangularcheckerboardRead only when algorithm is pattern.
levels284Quantization steps per channel. Lower is chunkier.
colorpreserve, monopreservemono collapses to a luminance (1-bit-style) dither.
{
  "effects": [{ "type": "dither", "algorithm": "bayer", "levels": 3 }]
}

Combining effects

{
  "effects": [
    { "type": "slice-shift" },
    { "type": "glass" },
    { "type": "dither", "algorithm": "bayer" }
  ]
}
Two glass passes at 0° and 90° form a crosshatched lens weave

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