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⚠️ v4.0 UI Transition Notice - In Process: The release of Total Launcher v4.0 has introduced significant user interface changes. Please note that this page does not yet reflect these updates. The new layout paths, folds, and visual maps are currently being compiled and will be deployed shortly.
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In graphics programming, shadows are often created using a Gaussian Blur. To create this effect, the software looks at a single pixel and then looks at the pixels surrounding it within a certain distance to decide how to blend them.The “Radius” is that distance.
Specific Total Launcher values translate to what is seen on the screen:
| Value | Visual Result | What’s Happening Mathematically |
|---|---|---|
| 0 | Invisible | The software essentially “turns off” the shadow calculation. |
| 1 – 5 | Sharp Drop Shadow | The blur distance is so small that the edges remain crisp. It looks like a hard sticker or a “cutout” effect. |
| 6 – 20 | Soft Shadow | The edges begin to plume outward. This mimics a light source that is relatively close to the object. |
| 50+ | Diffuse/Floating | The shadow spreads very far and becomes very faint, making the object look like it's hovering high above the background. |
Total Launcher utilizes the Android system's graphics engine to render shadows, typically using a Gaussian Blur algorithm.
When a radius is set the software creates a “sampling window” (a kernel). If the radius is 5, the software looks at every pixel and averages its color with the pixels 5 spaces away in every direction.
Technically, the “Radius” is simulating the Umbra and Penumbra:
Higher radius values require more processing power because the “sampling window” grows exponentially.
On older devices, very high shadow radii across many items can occasionally impact scrolling smoothness.