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glass: the shadow comes from the merged field in the shader - #1137

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glass/field-shadow
Nov 6, 2026
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glass/field-shadow

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@fizzy-publish fizzy-publish Bot commented Nov 4, 2026

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glass: joined glass casts one shadow, drawn by the glass itself

In plain words

Floating glass controls, such as the demo player's buttons or a row of bubbles over a canvas, each drew a dark ring round themselves as a shadow. Where two bubbles run together into one piece of glass, those rings overlapped. They left a darker band across the bridge between the bubbles, and drew a second shadow round a drop sitting inside a bar. Now the glass casts one soft shadow from its joined outline. It has no seams and no double darkness, and it costs no extra drawing.

What changes

  • The glass program draws the shadow itself, in the pass that already cuts the glass's shape out of what is behind it. Outside the glass, it darkens what is there by the same soft falloff the old rings used, measured from the outline of the whole joined piece.
  • The shadow comes in as each piece becomes glass. A drop still forming casts a faint shadow, and flat glass casts none.
  • Glass that is joined to the edge of its place still casts no shadow, as before.
  • Without the glass program (the plain frosted panes), the old rings stay.
float sh = 0.0;
if (g11.w > 0.0 && cov < 1.0) {
    float x = clamp(outlineAt(p - g11.yz, first, count) / g11.x, 0.0, 1.0);
    sh = g11.w * (1.0 - x) * (1.0 - x) * clamp(lerp(m1.y, m2.y, wm), 0.0, 1.0);
}
if (cov <= 0.0 && sh <= 0.002) discard;
if (input.color.r < 0.5) return float4(0.0, 0.0, 0.0, cov + (1.0 - cov) * sh);

What you will notice

Bubbles that run together, such as the demo transport's buttons, now have one shadow round the joined shape. The dark band across their bridge is gone, and so is the second ring round a button sitting inside a bar. A single bubble on its own looks the same as before.

How we know it works

New tests check the shadow on the processor, using the same arithmetic as the glass program. They fail on main, where the shadow does not exist yet:

  • two overlapping pieces never shade more than one shadow does;
  • a drop inside a bar adds no second shadow: everywhere outside the glass, the shadow is exactly one falloff of the joined outline;
  • under the bridge between two nearby pieces, the shadow changes smoothly and is never zero;
  • flat glass, glass joined to its place's edge, and anywhere fully inside the glass have no shadow;
  • the shadow is packed where the program reads it, and the drawn area grows to hold it.

How this serves fizzy

Glass is one material with a single shadow, as real glass has, and it costs fewer draws (Materials).

For agents: technical summary

Goal

Replace the per-item shadow rings of a core.glass layer (and dialogs.glassBubbles), each a liquid_glass.drawShadow mesh, with one shadow computed by the liquid glass program from the joined outline. The punch pass writes dst·(1−a) and the add pass adds o·cov. With a = cov + (1−cov)·sh, the result is glass·cov + dst·(1−cov)·(1−sh): a black shadow outside the glass only, in passes that already run.

What changed and why

  • LiquidField: Shadow { alpha, fade_px, offset } and a shadow field. Uniforms.shadow is vec4 11 = {fade_px, offset.x, offset.y, alpha}, so header_vec4s goes 11 → 12 and uniform_vec4s = 60 (the backends' cap is 64). pack fills it, and leaves it 0 when alpha < 0.002, fade < 0.5 px, or an edge is set. withReach (and so bounds and the cluster quads) grows by fade_px + max|offset| when the shadow is on.
  • Shader: G 12; outlineAt(q, first, count) gives the two nearest shape distances (sdRoundBox, or panelDistance for the panel slot), joined by smin, without the place term. sh follows drawShadow's a·(1−x)² falloff from the outline moved by the offset, scaled by the blended lens. The program discards only when cov <= 0 && sh <= 0.002. The punch returns cov + (1−cov)·sh, and the add pass keeps if (cov <= 0) discard.
  • CPU mirror: outlineAt and shadowAt. Sample.shadow is set from sampleWith; shadowAt is split out to keep sampleWith under lint's 150-line limit.
  • core/glass.zig: the ring loop and record.shadow/shadow_shapes are deleted. newField sets .shadow from dialogs.surfaceShadow(): alpha × opts.shadow, fade and offset × scale. The clip cull adds the shadow's reach (none with an edge). The "30 items" test now asserts that each field carries the alpha.
  • core/dialogs.zig glassBubbles: passes .shadow = opts.shadow to the layer and keeps its rings only on the fallback path (!layer.active()).
  • tests/integration.zig: the @sizeOf(LF.Uniforms) pin goes from 11 to 12 header vec4s.

Cost: the shadows take 0 draws; before, they took one mesh per item. The skirt pixels, the band the quad grew by fade + offset, run the punch loop plus one sdRoundBox per shape in outlineAt, then the add pass discards them. The P0 glass bench measures this.

How it was verified

scripts/zb build test (211/211 steps), scripts/zb build test-integration (103/103 steps), scripts/zb build, scripts/zb build lint, scripts/zb build check-web and zig fmt --check pass locally on Linux. The new liquid_field_tests.zig tests fail on main, which has no Sample.shadow. Not seen on screen.

Not done / follow-ups

  • The compiled shaders (compiled/{glsl,msl,spv,dxil}) must be regenerated with scripts/compile-shaders.sh. The worker sandbox refused to run shadercross, so they were not regenerated in this change; see the report. Until they are, the compiled programs read the old 11-vec4 header and the glass draws wrong.
  • Out of scope: surfaces that are not layers (menus, tooltips, floats) keep their own shadows.

Part of fizzyedit/work#980

Signed-off-by: fizzy pop-os-claude-1 <slot+pop-os-claude-1@fizzy.invalid>
@fizzy-publish fizzy-publish Bot added kind:claude agent kind that wrote the PR (new workflow) area:glass write lock: files of this area labels Nov 4, 2026
@fizzy-ops fizzy-ops Bot added the pm:review one assigned reviewer reviews label Nov 4, 2026
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fizzy-ops Bot commented Nov 4, 2026

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TRIAGE @0dc54145 auto: mechanical rules met (fizzy-* app author, names work#980, 185 non-test lines <= 400, no risky path). Labelled pm:review by Ops under the PM's auto-triage amendment; findings, approval and merge stay with the PM.

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fizzy-pm Bot commented Nov 4, 2026 •

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Where this PR stands

Stage: Author's turn
Next: Author should add the gates you ran, and their result, to the body

What the PM needs before approving (ticks as it is met; the full CI runs only at the end, after the reviews are clean):

  • The body names its basis (Part of fizzyedit/work#N or a plan step)
  • Within the size limit: 298 of 800 lines outside tests and docs
  • The body shows which gates the author ran
  • No open findings at this commit
  • Every earlier finding was answered in a FIXES comment
  • Clean reviews at this commit from 1 kind: slot/codex (has 1)
  • Marked ready, which starts the full CI (the PM does this the moment the items above are met)
  • The full CI passes at this commit (CI is green)
  • The PM's final okay (pm-approval)

Reviews at the current commit (514b4a9):

Reviewer Verdict Findings
slot/codex clean none

4 earlier reviews are for older commits and will be redone.

Updated 2026-11-06 14:39 UTC by the PM. This comment is edited in place.

@fizzy-pm fizzy-pm Bot added the reviewer:linux-codex the PM assigned linux/codex to review this PR label Nov 4, 2026
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fizzy-windows Bot commented Nov 4, 2026

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Follow-ups:
[
{
"id": "F1",
"severity": "minor",
"file": "backend/src/glass/shaders/compiled/glsl/liquid_glass.fragment.glsl",
"line": 5,
"added": false,
"text": "Ops handoff explicitly allowed by the amendment: regenerate all four liquid_glass compiled shader forms and pass shaders.yml before merging. They are unchanged at this head; GLSL still declares uData[59] and reads shapes at header offset 11, while the CPU now sends 60 vec4s with shapes at offset 12. The embedded runtime shaders therefore do not yet implement this change. Neither shadercross nor spirv-cross is available in this review environment; generation and byte-for-byte comparison were not run."
}
]

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fizzy-windows Bot enabled auto-merge November 4, 2026 20:31
@fizzy-pm fizzy-pm Bot added pm:fixes author fixes the must-fix items and removed pm:review one assigned reviewer reviews labels Nov 5, 2026
Signed-off-by: fizzy pop-os-claude-1 <slot+pop-os-claude-1@fizzy.invalid>
@fizzy-publish fizzy-publish Bot added the rework:1 rework round label Nov 5, 2026
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fizzy-publish Bot commented Nov 5, 2026

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Rework published.

@fizzy-pm fizzy-pm Bot removed pm:fixes author fixes the must-fix items reviewer:linux-codex the PM assigned linux/codex to review this PR labels Nov 6, 2026
@fizzy-windows
fizzy-windows Bot added this pull request to the merge queue Nov 6, 2026
Merged via the queue into main with commit 60852f9 Nov 6, 2026
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fizzy-windows Bot deleted the glass/field-shadow branch November 6, 2026 14:56

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bridge — 514b4a92 Deployed Nov 6, 2026 by fizzy-windows[bot] via bridge #4227
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