.agents/skills/shade-no-dark-variants/SKILL.md
dark: for colourShade's semantic tokens (bg-background, text-foreground, border-border-default, bg-surface-elevated, …) already flip between light and dark mode. Writing dark:bg-... / dark:text-... / dark:border-... means the engineer reached for a raw, non-semantic token — fix the token, don't patch with a dark: variant.
<div className="bg-surface-elevated border border-border-default text-foreground">
<p className="text-muted-foreground">Hint text</p>
</div>
// BAD — using dark: to patch a raw palette utility
<div className="bg-white dark:bg-gray-900 text-gray-900 dark:text-gray-100">
// BAD — redundant: the semantic token already flips itself, so the dark: variant adds a duplicate rule that does nothing. Reading it suggests dark mode is special-cased here when it isn't.
<div className="bg-surface-elevated dark:bg-surface-elevated">
dark: smellshade-tokens-not-hex skill for the inventory).dark: halves; the token handles both modes.Assets that are genuinely different in dark mode and can't be expressed as a token:
For these, dark: is fine because there's nothing semantic to express.
Some existing Shade components also use dark: for ring opacity (e.g. dark:ring-destructive/40 inside inputSurface). When a token doesn't exist for the variant you need and the value is an opacity modifier on an existing token, a narrow dark: is acceptable — but first check whether a new token belongs in theme-variables.css.
If something looks wrong only in dark mode, the fix is almost always wrong token, not missing dark: variant. Re-pick from the semantic surface table; check apps/shade/theme-variables.css for what each token resolves to.