** Changed in: ayatana-design
       Status: In Progress => Fix Released

** Changed in: ayatana-design
       Status: Fix Released => Fix Committed

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https://bugs.launchpad.net/bugs/865239

Title:
  Background colorization should use a different heuristic

Status in Ayatana Design:
  Fix Committed
Status in Unity:
  Fix Released
Status in “unity” package in Ubuntu:
  Fix Released

Bug description:
  NEW ITERATION:
  What is currently defective by design is the way unity is put on top of the 
background windows. It's a simple colored layer placed above stuff, with some 
nice blur to makes things more readable but it carries all the issues of 
washing out the resultant color of the dash, making it less crisp and vibrant.

  A nice trick is to play with the underlying background windows (the
  damage area/pixmap taken from Compiz), blend them with colors, and
  place the resultant below the dash.

  The steps are these:
  1) Take the underlying pixmap
  2) Blend this pixmap with a tweaked average color using OVERLAY operator
  3) Blur the pixmap (as we currently do)
  4) Put this new obtained pixmap below the dash
  5) At this point, the dash could be just a solid dark layer even with a lower 
opacity

  We might tweak the steps further, but the essential bits will remain
  the same because what will make the big difference is the blending
  described in step 2, that we are not doing now.

  ~~~

  ORIGINAL BUG (FIXED Cimi):
  The background of the BFB, Workspace Switcher, Lens, and Trash launcher icons 
tiles need to use a higher saturation of the average background colour of the 
wallpaper.

  Currently the colour is not as prominent as shown in the design,
  compare the attached image "unity_desktop_24_06_11_02.png" to the
  current implementation (when using the default wallpaper).   In the
  exact visual effect we are trying to achieve the colour takes on much
  more prominence.

  Desired resolution:
  - Increase the colour saturation in the BFB, Workspace Switcher, Lens, and 
Trash launcher icons

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