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dsh-theme-blackhole

Theme Blackhole

Black hole theme plugin for the DeepSeek Harness Web UI: WebGL Schwarzschild black hole background with deep-space glass panels. Enabled while installed (no toggle) — disable or remove the plugin to restore the default theme. Install into a web profile: dsh plugin --profile web add <path-to-this-pac

The plugin will be installed here. Keep web if you are unsure.

npx -y @deepseek-ai/dsh plugin --profile web add github:jiangwangyang/dsh-theme-blackhole#c70fe5f833d4d6dd787168ea882e7b24888a000c
READMECompatibilityVersions
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Description

Black hole theme plugin for the DeepSeek Harness Web UI: WebGL Schwarzschild black hole background with deep-space glass panels. Enabled while installed (no toggle) — disable or remove the plugin to restore the default theme. Install into a web profile: dsh plugin --profile web add <path-to-this-package>

Compatibility and provenance

Theme Blackhole is published as dsh-theme-blackhole and currently resolves to version 0.2.0. The Hub verifies its manifest and preserves the exact installation source for reproducible installs.

DSH compatibility
*
Runtime surfaces
web
Release source
github
Registry updated
9/30/2026

Versions

0.2.0stable
9/30/2026
0.1.7stable
9/27/2026
0.1.0stable
8/21/2026

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Source
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Last push
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README

dsh-theme-blackhole

English | 中文

A black hole theme plugin for the DeepSeek Harness (dsh) Web UI: a WebGL real-time ray-traced Schwarzschild black hole as the application background, paired with a deep-space glass panel palette. There is no toggle: the theme is enabled while the plugin is installed, and disabling or removing the plugin restores the default theme without residue.

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Features

  • WebGL Schwarzschild black hole background: null-geodesic ray tracing renders gravitational lensing, the accretion disk and the photon ring in real time, with a slow automatic camera orbit
  • Deep-space glass panels: translucent dark token overrides plus backdrop blur let the black hole show through softly behind the content; the brand accent becomes accretion-disk amber
  • Token override layer, always on: the palette stacks onto the active theme through the theme service's token override layer (ctx.theme.overrideTokens), orthogonal to the light/dark/system preference — the plugin never reads or writes the appearance preference, and unloading retracts the layer automatically; boot injection avoids flashing the default theme
  • Performance-friendly with graceful degradation: half-resolution rendering, 30fps cap, honors the system reduced-motion preference, and falls back to a pure-black deep-space backdrop when WebGL is unavailable

Installation

This plugin relies on the webServer service of a web profile. It only works with profiles that include a web server (such as web); do not install it into headless profiles.

Requires dsh ≥ 0.1.0-rc.7 (the release that introduced the theme service's token override layer, ctx.theme.overrideTokens). Version 0.1.x of this plugin — the one with the settings toggle — requires dsh ≥ 0.1.7.

dsh plugin --profile web add github:jiangwangyang/dsh-theme-blackhole

Usage

There is no settings toggle: the black hole theme is enabled as soon as the plugin loads.

  • Turn off: disable or remove the plugin (dsh plugin --profile web remove dsh-theme-blackhole); the token override layer is retracted and every DOM trace is removed, restoring your previous appearance (light / dark / follow system) exactly as it was
  • Appearance setting: the light/dark/system preference remains yours to change; the black hole palette renders identically on top of any of them

How It Works

Overall Architecture

The plugin consists of a host side and a client side, plus two static assets:

PartFileResponsibility
Host sidesrc/index.jsServes /blackhole/* static assets (read from disk per request); unconditionally injects boot assets into index.html so the first paint never flashes the default theme
Client sidesrc/client/index.jsBuild-free client bundle: stacks the palette through ctx.theme.overrideTokens, asserts a dark rendering baseline over whatever the preference resolves to, and mounts the canvas/blur structure layer
Structureassets/blackhole.cssCanvas layer, #root backdrop blur, fallback backdrop and shiki tokens gated by html[data-dsh-blackhole] (the --dsw-* palette lives in the token override layer)
Rendererassets/blackhole.jsSchwarzschild black hole WebGL renderer, exposing only the window.DshBlackhole = { start, stop } controller

Boot Injection and Gating

All structural visuals are gated by the data-dsh-blackhole attribute on the html element: while the attribute is present the canvas layer, backdrop blur and shiki tokens apply; removing it restores everything, leaving no residue.

  • The host side unconditionally injects the activation marker, the stylesheet and a deferred renderer script before </head>, so the first paint never flashes the default theme; on load the client side adopts the already-present resource tags (which carry the same marker) instead of inserting duplicates
  • The palette does not live in CSS: the client stacks it through ctx.theme.overrideTokens('blackhole', tokens), and the theme runtime writes the tokens as inline variables on body, folded into every theme/change snapshot. The layer is orthogonal to the light/dark/system preference — the plugin never registers a theme id nor reads/writes the preference — and unloading the plugin retracts the layer automatically
  • Because the black hole palette is a single deep-space scheme rendered under any preference, the client asserts a dark rendering baseline (inline color-scheme: dark and the dark base palette attribute) after every theme/change — a presentation-only write that never touches the stored preference — and restores the preference-resolved baseline on unload
  • The renderer script only defines the window.DshBlackhole controller; the client starts it idempotently and stops it (RAF cancel + GL context destruction + canvas removal) on unload

The Black Hole Renderer (assets/blackhole.js)

For each pixel, the renderer casts a ray from the camera and performs null-geodesic (photon trajectory) ray tracing in Schwarzschild spacetime, entirely within the fragment shader.

Orbital equation and integration. In the Schwarzschild metric, conservation of angular momentum confines each light ray to a plane through the black hole's center, so there is no need to integrate the full 3D geodesic equations. Introducing the dimensionless quantity u = r_s / r (where r_s = 2M is the Schwarzschild radius) reduces the geodesic to a scalar orbital equation:

d^2u/dphi^2 = 1.5 u^2 - u

where phi is the azimuthal angle within the orbital plane. The shader constructs an orthonormal basis (a, b) for the orbital plane from the camera position and ray direction, derives the initial values u0 and du/dphi from the angle of incidence, then integrates with classical fourth-order Runge-Kutta (RK4) for up to 420 steps. The step size adapts to u (dphi = 0.04 / (1 + 2.5u)): steps shrink near the black hole to preserve accuracy in the strongly curved region, without wasting work far away.

Integration terminates in three ways:

  • u <= 0: the ray escapes to infinity and samples the starfield background
  • u >= 1 (r < r_s): the ray crosses the event horizon and is captured; the pixel is black
  • The ray has passed periapsis, is heading outward, and is farther than the camera's initial distance: early escape, saving steps

Gravitational lensing. Because rays follow curved trajectories, the line of sight for a single pixel may wind around the black hole multiple times, so images of the accretion disk appear above and below the black hole (lensed images) and form an Einstein ring — these effects are not post-processing textures but a natural consequence of geodesic integration.

Accretion disk. Each integration step checks for crossings of the disk plane (tilted 20 degrees) via a sign change of the normal dot product, then locates the intersection by linear interpolation and shades it:

  • Matter orbits at the Keplerian angular velocity Omega = sqrt(M / r^3); inside the ISCO (3 r_s) lies a plunging region with strong shear and inflow
  • The density is tangentially stretched spiral fbm turbulence noise
  • The temperature profile follows T ~ r^(-3/4), scaled with mass by the astrophysical law T ~ M^(-1/4); color comes from an approximate blackbody spectrum

Relativistic transfer. Disk shading accounts for first-order relativistic effects:

  • Doppler beaming: the Doppler factor dop = 1 / (gamma (1 - beta cos)) is computed from the Keplerian velocity; the side moving toward the observer brightens significantly and shifts blue, with a dop^3 term in the brightness
  • Gravitational redshift: g_grav = sqrt(1 - r_s / r); photons near the horizon lose energy, and the color physically shifts with the total redshift factor g = dop * g_grav
  • Plunging matter dims and reddens as it falls into the horizon

Photon ring glow. Each ray's periapsis distance is recorded; rays whose periapsis grazes the photon sphere (r = 1.5 r_s) receive a warm glow overlay, outlining the photon ring.

Remaining components. An exponentially decaying volumetric haze glows above and below the disk; the starfield background consists of a galactic-band nebula (fbm noise) plus two layers of hashed stars, sampled after gravitational bending so the background stars are lensed too. The final color goes through exposure, ACES tone mapping and gamma correction.

Camera and performance. Fixed parameters (mass M = 0.5, camera distance 11, pitch 0.38 rad, 50-degree field of view); the camera orbits slowly at 0.05 rad/s, with no interaction and no tunables. Performance strategy:

  • The render resolution is 0.5 x devicePixelRatio (capped at 2) times the window size — half-resolution rendering balances performance and clarity, with the browser upscaling to fullscreen
  • The RAF loop is capped at 30fps; it skips rendering but not timing, so the orbit speed is unaffected
  • When the system reduced-motion preference is on, only a single static frame is rendered and the loop never starts
  • If WebGL is unavailable or shader compilation fails, the canvas layer is hidden and the fallback backdrop on body (pure black with a faint accretion-disk amber halo) shows through
  • On stop, the RAF is cancelled, the GL context is proactively destroyed via loseContext, and the canvas layer is removed without a trace

The Deep-Space Glass Palette (assets/blackhole.css)

The palette is delivered as a token override layer over the Web UI's --dsw-* design tokens (stacked via ctx.theme.overrideTokens, each token supplying the same value for both palette modes); the structural rules in assets/blackhole.css are gated by html[data-dsh-blackhole]:

  • The canvas layer sits at z-index: -1, sunk below the body background and all app content — no official mount node is touched, and overlay/menu/toast ordering is unaffected; the layer carries its own fallback backdrop and a filter: blur(16px) soft focus, so translucent panels see a soft-focused black hole
  • Background tokens become layered translucent glass; higher layers (menus, popovers, toasts) are more opaque to preserve readability
  • Brand and interactive accents become accretion-disk amber (rgb(245, 158, 11)), with a cool blue-white text gradient
  • Shiki dark code-highlighting tokens are set as well; code blocks use a nearly opaque night-sky base

Project Structure

.
├── cordis.patch.yml      # bundle patch: declares the plugin id and name
├── package.json          # exports, dsh.bundle / dsh.client manifest
├── src
│   ├── index.js          # host side
│   └── client
│       └── index.js      # client side (build-free)
└── assets
    ├── blackhole.css     # deep-space glass palette
    └── blackhole.js      # WebGL black hole renderer

License

MIT