[
  {
    "name": "selector",
    "type": "string",
    "default": "[data-glass]",
    "description": "CSS selector of the elements that get glass."
  },
  {
    "name": "scale",
    "type": "number",
    "default": 0.25,
    "description": "Size of the blur buffer relative to the screen. Lower is cheaper and softer."
  },
  {
    "name": "blur",
    "type": "number",
    "default": 14,
    "description": "Gaussian sigma of the blur, in screen pixels."
  },
  {
    "name": "saturation",
    "type": "number",
    "default": 1.15,
    "description": "Saturation of the backdrop (1 keeps the game colors)."
  },
  {
    "name": "darken",
    "type": "number",
    "default": 1,
    "description": "Brightness multiplier of the backdrop (below 1 darkens it)."
  },
  {
    "name": "temporal",
    "type": "number",
    "default": 0.45,
    "description": "Weight of each new frame at 60 fps, scaled by the real frame time. 1 disables smoothing."
  },
  {
    "name": "zIndex",
    "type": "number",
    "default": 0,
    "description": "z-index of the glass canvas. Your UI root must sit above it."
  },
  {
    "name": "toneInterval",
    "type": "number",
    "default": 200,
    "description": "Milliseconds between data-glass-backdrop updates."
  },
  {
    "name": "light",
    "type": "[number, number]",
    "default": [
      -0.6,
      -0.8
    ],
    "description": "Direction of the rim highlight in screen space (x right, y down). Default comes from the top left."
  },
  {
    "name": "fallbackImage",
    "type": "string | TexImageSource | null",
    "default": null,
    "description": "Image used instead of the game outside FiveM (browser dev, screenshots). A canvas or video is read live every frame, so a 3D scene or a gameplay clip works as a moving backdrop. Without it the library stays off outside the game."
  }
]
