Docs/Dark PaletteEn

Dark PaletteEn

Why pure black

Universal Developer

#141414 Canvas & 3-Tier Elevation

During the initial rise of dark mode, many apps naively defaulted to pure black (#000000) claiming power savings. In practice, this created severe ergonomic regressions.

Why Pure Black #000000 is an Ergonomic Pitfall

Pure #000000 carries two fatal flaws:

  1. Contrast Glare: White text on pitch black hits an extreme 21:1 contrast ratio, causing eye strain and halo glare in dim rooms.
  2. Elevation Destruction: Shadows physically represent areas where ambient diffuse light is obstructed. If the background is already zero luminance, drop shadows vanish completely, flattening spatial hierarchies.

OLED Purple Smearing

On OLED and AMOLED panels, #000000 powers off subpixels entirely. When scrolling, powering those diodes back on takes tens of milliseconds. This latency produces a distracting purple ghosting / smearing trail along the trailing edges of cards and text, inducing motion sickness.

Elevation Physics Require Luminance Headroom

To express a card floating above a canvas, the card's cast shadow must dip below the background luminance: $$\text{Luminance}(\text{Shadow}) < \text{Luminance}(\text{Canvas})$$ The canvas requires minimal baseline luminance to register ambient occlusion and cast shadows, providing genuine three-dimensional depth.

The TuffEx 3-Tier Dark Elevation Hierarchy

Tuff adopts #141414 (warm deep carbon) as its foundation, organizing elevation into three calibrated tiers:

Elevation TierToken & HexPerceptual RoleTypical Surface
Canvas--tx-bg-color: #141414Light-absorbing deep canvasWindow background, workspace base
Container--tx-fill-color-blank: #1c1c1eMatte diffuse surfaceSetting cards, sidebar, table rows
Elevated--tx-fill-color-light: #252528Raised interactive planeHover states, active selection, popovers

This hierarchy eliminates OLED smearing entirely while preserving room for physical lighting and shadow decay.