Fix username contrast in transparent mode - #34
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readableUserColor returns the color untouched when it has no surface to measure against, which is exactly the bg=off case, so Twitch's darker defaults rendered at full darkness over dark gameplay no matter how heavy the outline got. In transparent mode the ring is what the glyph actually reads against, so names now correct until they clear 4.5:1 against their own ring. Seven of the fifteen Twitch defaults failed that before; hot pink measured 2.65:1. Correction never crosses the light/dark threshold, so the ring a name is measured against is the ring it gets, and tests cover both properties. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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WalkthroughThe PR adds ChangesChat color contrast
Estimated code review effort: 2 (Simple) | ~10 minutes Merge Risk: 🟡 Moderate · up to Transparent-mode usernames may still fall below the intended 4.5:1 contrast because correction uses opaque outline colors while the rendered ring blends with gameplay. Merge should wait until the correction and regression tests match the actual rendered outline. Possibly related PRs
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Inline comments:
In `@apps/web/src/lib/twitch/colors.test.ts`:
- Around line 97-113: Update the TWITCH_DEFAULTS test fixture to use the
declared Twitch palette by reusing TWITCH_COLORS or replacing `#00FF00` with
`#00ACED`, ensuring the default-palette test covers the intended color.
In `@apps/web/src/lib/twitch/colors.ts`:
- Around line 151-152: Align the contrast input in the color correction flow
around relativeLuminance and readableUserColor with the color actually rendered
by userColorOutline: either make the bg=off outline fully opaque or compute the
ring’s composited color using the same 0.95-opacity behavior. Ensure corrected
colors still meet the required contrast against the visible ring.
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apps/web/src/components/chat/chat-message.tsxapps/web/src/lib/twitch/colors.test.tsapps/web/src/lib/twitch/colors.ts
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Review catch: the ring paints at 0.95 alpha, so measuring the correction against opaque white or black overstated what a viewer actually gets. A white ring bottoms out at 0.95 white over black and a black ring tops out at 0.95 black over white, so the correction now targets those two greys. The test also reuses the palette the file already declares instead of a hand-typed list that had drifted from it. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The bug
readableUserColorreturns its input untouched when there is no surface to measure against:bg=offis exactly that case, sincesurfaceColorForreturnsundefinedwhen there is no surface. So in transparent mode a username rendered at whatever color Twitch assigned, with no correction at all. Thickening the outline in the previous pass helped the glyph edge but could not fix a color that is simply too dark to read against dark gameplay.The fix
In transparent mode the outline ring is the only thing behind the glyph that we control, so the name is now corrected until it clears 4.5:1 against its own ring: a dark name wearing a white ring darkens further, a light name wearing a black ring lightens.
Measured against Twitch's fifteen default name colors, seven were failing before:
#FF69B4hot pink#5F9EA0cadet blue#1E90FFdodger blue#FF4500orange red#D2691Echocolate#FF0000red#2E8B57sea greenWorst case across all fifteen goes from 2.65:1 to 4.51:1.
Correction never crosses the light/dark threshold, so the ring a name is measured against is always the ring it is given. Two regression tests cover both properties (AA against the ring, and no ring flips).
Resource check
Also measured raster cost across themes at
max=200in bubble mode, the worst case the parameters allow, since the halftone and bracket surfaces were an open question:Caveat: this was measured in a GPU-accelerated browser. OBS with hardware acceleration off is CPU raster and was not simulated here.
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