A glass design after Apple's Liquid Glass (appearance.surface.design = glass, appearance.glass.*): glass.wgsl draws the shadow and a thin tint under the content and a lens-like lit edge, specular rim and faint fringe over it
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@@ -132,7 +132,7 @@ The config window edits the same file: Settings at the foot of the control centr
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### Glass
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`appearance.surface.design` picks what the island, the pills, the tray menu, the control centre and its popups are made of: `solid` (the wallpaper's gradient with an accent glow), `frosted` (a thin tint, a hairline white rim, a sheen along the top, a soft shadow) or `liquid` (clear glass, denser toward the bottom right, a light-catching edge, the accent's glow). Each design's opacity, rim and light are settings of their own (`appearance.solid|frosted|liquid.*`); the look itself is `src/surface.rs`, drawn by one shader (`src/surface.wgsl`: the shadow, the fill and the sheen or lit edge in one pass; the rim stays a border). On see-through glass a face fades with `.opacity()` instead of a veil, a GPU layer only while it fades.
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`appearance.surface.design` picks what the island, the pills, the tray menu, the control centre and its popups are made of: `solid` (the wallpaper's gradient with an accent glow), `frosted` (a thin tint, a hairline white rim, a sheen along the top, a soft shadow), `liquid` (clear glass, denser toward the bottom right, a light-catching edge, the accent's glow) or `glass` (after Apple's Liquid Glass: a thin tint and an edge like the rim of a lens, brightest where the light falls in at the top left, a glint where it leaves at the bottom right, a thin specular line and a faint warm and cool fringe). Each design's opacity, rim and light are settings of their own (`appearance.solid|frosted|liquid|glass.*`); the look itself is `src/surface.rs`, drawn by one shader (`src/surface.wgsl`: the shadow, the fill and the sheen or lit edge in one pass; the rim stays a border). `glass` has its own, `src/glass.wgsl`, drawn twice: the shadow and tint under the content, the lit edge over it, so a photo on a card lies behind the glass. Unlike Apple's, it doesn't bend the desktop at the rim: a shell's shader never sees what's behind its window, Hyprland's blur is all it has. On see-through glass a face fades with `.opacity()` instead of a veil, a GPU layer only while it fades.
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Screenshots of each design, from when they were made: `docs/design/` (`base-solid-card.png`, `base-glass-0.5-card.png` for solid below 1, `frosted-0.62-card.png`, `liquid-0.4-card.png`, and a board for each glass design: the card three times side by side, with the pills below).
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@@ -142,7 +142,7 @@ Amane draws rectangles, borders, letters and pictures as cheap quads, and gradie
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`tools/perf.sh PID [SECONDS]` (on the desktop) prints a process's CPU (and its children's), GPU per engine (DRM fdinfo) and memory.
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Amane can only blur what the shell draws, so the frosting comes from Hyprland: a layer rule for the shell's windows (the namespace match is a full match). `ignore_alpha` leaves pixels at or below that opacity unblurred, which keeps the clear margin around the pills sharp; keep it below the design's thinnest part, or that part shows the desktop unblurred (liquid at its default 0.4 is 0.22 in its top left corner).
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Amane can only blur what the shell draws, so the frosting comes from Hyprland: a layer rule for the shell's windows (the namespace match is a full match). `ignore_alpha` leaves pixels at or below that opacity unblurred, which keeps the clear margin around the pills sharp; keep it below the design's thinnest part, or that part shows the desktop unblurred (liquid at its default 0.4 is 0.22 in its top left corner; glass is its `opacity` all over, 0.32 by default).
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```lua
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hl.layer_rule({
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@@ -185,7 +185,7 @@ src/png.rs a stdlib png writer, for tray icons sent as pixels
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src/system.rs what the control centre shows: iwd, wired cards, openvpn, power, the external GPU
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src/glyph.rs every drawn icon, as a Canvas or as shapes for a shared one
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src/theme.rs the shell's colours: the matugen theme file, the cross-fade; watches config.toml
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src/surface.rs what the island, pills, menus and popups are made of: the solid, frosted and liquid designs as values for surface.wgsl
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src/surface.rs what the island, pills, menus and popups are made of: the solid, frosted and liquid designs as values for surface.wgsl, glass for glass.wgsl
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src/*.wgsl shaders: surface (every surface), ring (the candles), curve (the equalizer's line)
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src/config.rs every setting, declared once (typed accessors + the window's list), config.toml read and written
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src/hypr.rs Hyprland's options for the config window: hyprctl descriptions/getoption, hl.config, amane.lua
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