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cranpose_liquid/
material.rs

1//! The Liquid Glass material: Gaussian backdrop frost followed by wcKSRD
2//! refraction applied to a composable's own bounds through
3//! [`LiquidModifierExt::glass_effect`] — the analogue of SwiftUI's
4//! `.glassEffect(_:in:)`.
5
6use crate::theme::LiquidColors;
7use cranpose_ui::current_density;
8use cranpose_ui::Modifier;
9use cranpose_ui_graphics::{
10    Color, GraphicsLayer, LayerShape, RenderEffect, RoundedCornerShape, RuntimeShader,
11    GLASS_ACTIVITY_UNIFORM, GLASS_BLUR_RADIUS_UNIFORM, GLASS_DISPERSION_UNIFORM,
12    GLASS_EFFECT_DENSITY_UNIFORM, GLASS_FOLD_DEPTH_UNIFORM, GLASS_MENISCUS_ABSORPTION_UNIFORM,
13    GLASS_OPTICAL_ZOOM_UNIFORM, GLASS_REFRACTION_CURVE_UNIFORM, GLASS_RESTING_TINT_UNIFORM,
14    GLASS_TRANSMISSION_REFRACTION_UNIFORM, LIQUID_GLASS_WGSL,
15};
16use std::rc::Rc;
17
18/// Corner radius large enough that [`cranpose_ui_graphics::CornerRadii::resolve`]
19/// clamps it to half the shape's size — i.e. a capsule.
20const CAPSULE_CLIP_RADIUS: f32 = 1.0e6;
21
22/// Shader sentinel requesting the capsule radius (resolved against the node's
23/// size at render time; see `liquid_glass.wgsl` cover mode).
24const CAPSULE_SHADER_RADIUS: f32 = -1.0;
25
26/// wcKSRD uses a tightly sampled 9x9 footprint (four half-pixel steps in
27/// either direction). Larger frost radii belong in the renderer's Gaussian
28/// pass; spreading those 81 taps over a large radius produces a visible grid.
29const WCKSRD_OPTICAL_BLUR_RADIUS_PX: f32 = 2.0;
30
31/// The shape of a glass element (also its clip and shadow shape).
32#[derive(Clone, Copy, Debug, PartialEq, Default)]
33pub enum LiquidShape {
34    /// A pill: corner radius follows the smaller half-extent.
35    #[default]
36    Capsule,
37    /// Rounded rectangle with the radius in dp.
38    RoundedRect(f32),
39    /// A circle (capsule of a square node).
40    Circle,
41}
42
43impl LiquidShape {
44    /// The clip shape handed to the graphics layer.
45    pub fn clip_shape(&self) -> RoundedCornerShape {
46        match self {
47            LiquidShape::Capsule | LiquidShape::Circle => {
48                RoundedCornerShape::uniform(CAPSULE_CLIP_RADIUS)
49            }
50            LiquidShape::RoundedRect(radius) => RoundedCornerShape::uniform(*radius),
51        }
52    }
53
54    /// The layer shape (clip + shadow geometry).
55    pub fn layer_shape(&self) -> LayerShape {
56        LayerShape::Rounded(self.clip_shape())
57    }
58
59    /// The radius uniform for the lens shader, in px (negative = capsule).
60    fn shader_radius_px(&self, density: f32) -> f32 {
61        match self {
62            LiquidShape::Capsule | LiquidShape::Circle => CAPSULE_SHADER_RADIUS,
63            LiquidShape::RoundedRect(radius) => radius * density,
64        }
65    }
66}
67
68/// Material variant, mirroring SwiftUI's `.regular` / `.clear` glass, plus
69/// the interactive lens.
70#[derive(Clone, Copy, Debug, PartialEq, Eq, Default)]
71pub enum GlassVariant {
72    /// Frosted: strong backdrop blur, vibrancy boost, scheme-adaptive lift.
73    #[default]
74    Regular,
75    /// Transparent: minimal blur, mild vibrancy — for media-rich backdrops.
76    Clear,
77    /// The interactive magnifying bubble (drag lenses, flying selection):
78    /// no frost, no tone shift, a full-element dome and pronounced rainbow
79    /// dispersion at the rim.
80    Lens,
81}
82
83/// Shadow owned by a glass surface. Morphing glass evaluates the same live
84/// SDF for this shadow; clipped static glass forwards the values to the layer
85/// shadow primitive.
86#[derive(Clone, Copy, Debug, PartialEq)]
87pub struct GlassShadow {
88    pub color: Color,
89    pub radius: f32,
90    pub offset_y: f32,
91    pub spread: f32,
92}
93
94impl GlassShadow {
95    pub fn new(color: Color, radius: f32, offset_y: f32, spread: f32) -> Self {
96        Self {
97            color,
98            radius: radius.max(0.0),
99            offset_y,
100            spread,
101        }
102    }
103}
104
105/// Per-frame motion inputs for an interactive glass element, read lazily at
106/// scene-build time (no recomposition per frame).
107#[derive(Clone, Debug, PartialEq, Default)]
108pub struct GlassDynamics {
109    /// Continuous optical presence. `None` preserves the resolved material;
110    /// `Some(0)` is an exact backdrop identity while retaining the same node,
111    /// SDF, and pointer ride path.
112    pub activity: Option<f32>,
113    /// Base tint of the same persistent SDF surface at zero optical activity.
114    /// Its alpha cross-fades out as the refractive material rises.
115    pub resting_tint: Option<Color>,
116    /// Extra specular intensity (0 = spec default; e.g. press boost).
117    pub highlight_boost: f32,
118    /// Per-frame saturation added to the resolved material. Interactive
119    /// surfaces use this to raise chroma without changing their base tint.
120    pub saturation_boost: f32,
121    /// Optional per-frame multiplier for the material tint alpha. Values
122    /// below one clear a resting wash; values above one densify a raised tint.
123    pub tint_alpha_multiplier: Option<f32>,
124    /// Shape morph: when set, the glass geometry is these node-local rects
125    /// instead of the node cover — the shapeshift channel.
126    pub morph: Option<GlassMorph>,
127    /// Touch glow: `(x_dp, y_dp, intensity)` in node-local dp. A pressed
128    /// surface concentrates saturation and a soft light in a radial
129    /// gradient under the finger (never a flat recolor).
130    pub touch: Option<(f32, f32, f32)>,
131}
132
133fn foreground_is_dark(foreground: Color) -> bool {
134    let foreground_luma =
135        0.2126 * foreground.r() + 0.7152 * foreground.g() + 0.0722 * foreground.b();
136    foreground_luma < 0.5
137}
138
139fn boost_tint_saturation(tint: Color, boost: f32) -> Color {
140    if boost.abs() <= f32::EPSILON {
141        return tint;
142    }
143    let luma = 0.2126 * tint.r() + 0.7152 * tint.g() + 0.0722 * tint.b();
144    let saturation = (1.0 + boost).max(0.0);
145    Color::rgba(
146        (luma + (tint.r() - luma) * saturation).clamp(0.0, 1.0),
147        (luma + (tint.g() - luma) * saturation).clamp(0.0, 1.0),
148        (luma + (tint.b() - luma) * saturation).clamp(0.0, 1.0),
149        tint.a(),
150    )
151}
152
153pub(crate) fn neutral_surface_tint(foreground: Color, light_alpha: f32, dark_alpha: f32) -> Color {
154    if foreground_is_dark(foreground) {
155        Color::BLACK.with_alpha(light_alpha.clamp(0.0, 1.0))
156    } else {
157        Color::WHITE.with_alpha(dark_alpha.clamp(0.0, 1.0))
158    }
159}
160
161pub(crate) fn neutral_surface_lift(foreground: Color, light_lift: f32, dark_lift: f32) -> f32 {
162    if foreground_is_dark(foreground) {
163        light_lift
164    } else {
165        dark_lift
166    }
167}
168
169/// A liquid shapeshift frame: the primary shape plus any number of nearby
170/// glass shapes, ALL smooth-unioned into one field — liquid glass glues to
171/// whatever glass it passes near (a growing menu necks with a neighboring
172/// button, the drag lens merges with the search circle). Up to
173/// [`GlassMorph::MAX_SHAPES`] extra shapes; an angular wobble makes the
174/// mid-flight field bubble like a droplet. All geometry is node-local dp:
175/// `(center_x, center_y, width, height, corner_radius)`; radius sentinel
176/// `-1` means capsule; `-2` means SUBTRACT capsule — the shape carves a
177/// smooth hole in the field (the growing menu leaves its anchor button
178/// crisp on top until it swallows it).
179#[derive(Clone, Debug, PartialEq, Default)]
180pub struct GlassMorph {
181    /// The glass node's own size in dp. The shader receives all morph
182    /// geometry in dp and derives px-per-dp from the renderer-injected node
183    /// pixel rect divided by this — geometry then lands correctly at ANY
184    /// render scale (live window density, robot captures at 1.0, fractional
185    /// desktop scales). The authoring widget always knows its node size.
186    pub node_size: (f32, f32),
187    pub primary: (f32, f32, f32, f32, f32),
188    /// Nearby glass shapes participating in the field.
189    pub shapes: Vec<(f32, f32, f32, f32, f32)>,
190    /// Smooth-union glue radius (dp): shapes within it neck together.
191    pub glue: f32,
192    /// Wobble amplitude (dp) and phase (radians).
193    pub wobble_amplitude: f32,
194    pub wobble_phase: f32,
195    /// Viscous leading-edge bulge: while the shape travels or inflates, its
196    /// side facing `bulge_direction` (radians, math convention) swells like a
197    /// pulled droplet. Amplitude in dp, usually driven by morph velocity.
198    pub bulge_amplitude: f32,
199    pub bulge_direction: f32,
200    /// Blends the primary rounded-rectangle field toward an ellipse. This is
201    /// used by expanding droplets whose broad phase has continuous curvature
202    /// rather than the straight sides of a capsule.
203    pub ellipse_blend: f32,
204    /// Area-preserving affine strain applied to the primary shape. Extra
205    /// scene shapes remain fixed so nearby glass can join the travelling
206    /// droplet without being dragged through its local deformation.
207    pub deformation: Option<GlassDeformation>,
208}
209
210/// A normalized motion axis and reciprocal scales for incompressible glass.
211/// Construction derives the cross-axis scale, so callers cannot describe a
212/// deformation that changes the bubble's area.
213#[derive(Clone, Copy, Debug, PartialEq)]
214pub struct GlassDeformation {
215    axis: (f32, f32),
216    along: f32,
217}
218
219impl GlassDeformation {
220    pub fn incompressible(axis: (f32, f32), along: f32) -> Self {
221        let length = (axis.0 * axis.0 + axis.1 * axis.1).sqrt();
222        let axis = if length > f32::EPSILON {
223            (axis.0 / length, axis.1 / length)
224        } else {
225            (1.0, 0.0)
226        };
227        Self {
228            axis,
229            along: along.max(f32::EPSILON),
230        }
231    }
232
233    pub fn axis(self) -> (f32, f32) {
234        self.axis
235    }
236
237    pub fn along(self) -> f32 {
238        self.along
239    }
240
241    pub fn across(self) -> f32 {
242        1.0 / self.along
243    }
244}
245
246impl GlassMorph {
247    /// Shader budget for extra scene shapes.
248    pub const MAX_SHAPES: usize = 8;
249}
250
251/// Builder describing a glass material. Resolved against the theme at the
252/// composition site, then evaluated per frame for density and dynamics.
253#[derive(Clone, Debug, PartialEq)]
254pub struct Glass {
255    pub variant: GlassVariant,
256    pub shape: LiquidShape,
257    /// Tint over the refracted backdrop; defaults to the theme's glass tint.
258    pub tint: Option<Color>,
259    /// Backdrop blur radius in dp (defaults per variant).
260    pub blur_radius: Option<f32>,
261    /// Saturation boost (defaults per variant).
262    pub saturation: Option<f32>,
263    /// wcKSRD refraction depth as a fraction of the shape inradius.
264    pub refraction_depth: f32,
265    /// Normalized wcKSRD ray-return exponent.
266    pub refraction_curve: f32,
267    /// Normalized wcKSRD spectral ray separation.
268    pub dispersion: f32,
269    /// Fraction of the wcKSRD displacement applied to the transmitted
270    /// backdrop. The mirrored meniscus follows its own optical path.
271    pub transmission_refraction: f32,
272    /// Energy removed from the transmitted ray at the meniscus. Reflection
273    /// and spectral return follow independent paths.
274    pub meniscus_absorption: f32,
275    /// Depth of the rim fold band in dp: the raised lens rim replays its
276    /// interior mirrored toward the edge (a pure displacement). Zero
277    /// disables the fold.
278    pub fold_depth: f32,
279    /// Uniform face magnification of a riding lens (1.0 = no zoom): the
280    /// backdrop projects enlarged across the whole face while the rim band
281    /// keeps the wcKSRD edge mapping.
282    pub optical_zoom: f32,
283    /// Specular rim intensity.
284    pub highlight: f32,
285    /// Screen-lift override (brightening toward white; negative darkens).
286    /// Defaults per variant.
287    pub lift: Option<f32>,
288    /// Drop shadow below the glass.
289    pub shadow: bool,
290    /// Per-surface shadow override.
291    pub shadow_style: Option<GlassShadow>,
292    /// Clip the layer to `shape`. Morphing glass disables this — coverage
293    /// comes entirely from the shader's SDF.
294    pub clip: bool,
295    /// Foreground color whose contrast the frost must protect. `None` uses
296    /// the theme label color.
297    pub foreground: Option<Color>,
298    /// Strength of backdrop+foreground frost adaptation.
299    pub adaptive_frost: f32,
300}
301
302impl Glass {
303    pub fn regular() -> Self {
304        Self {
305            variant: GlassVariant::Regular,
306            shape: LiquidShape::Capsule,
307            tint: None,
308            blur_radius: None,
309            saturation: None,
310            refraction_depth: 0.34,
311            refraction_curve: 0.25,
312            dispersion: 0.0,
313            transmission_refraction: 1.0,
314            meniscus_absorption: 1.0,
315            fold_depth: 0.0,
316            optical_zoom: 1.0,
317            highlight: 0.9,
318            lift: None,
319            shadow: true,
320            shadow_style: None,
321            clip: true,
322            foreground: None,
323            adaptive_frost: 0.65,
324        }
325    }
326
327    pub fn clear() -> Self {
328        Self {
329            variant: GlassVariant::Clear,
330            ..Self::regular()
331        }
332    }
333
334    /// The interactive lens bubble (reference: the iOS toggle/tab-bar drag
335    /// lens): fully transparent, magnifying dome across the whole element,
336    /// strong rainbow rim.
337    pub fn lens() -> Self {
338        Self {
339            variant: GlassVariant::Lens,
340            shape: LiquidShape::Capsule,
341            tint: Some(Color::rgba(1.0, 1.0, 1.0, 0.07)),
342            blur_radius: None,
343            saturation: None,
344            refraction_depth: 0.34,
345            refraction_curve: 1.0,
346            dispersion: 0.30,
347            transmission_refraction: 1.0,
348            meniscus_absorption: 1.0,
349            fold_depth: 0.0,
350            optical_zoom: 1.0,
351            highlight: 1.15,
352            lift: None,
353            shadow: true,
354            shadow_style: None,
355            clip: true,
356            foreground: None,
357            adaptive_frost: 0.0,
358        }
359    }
360
361    pub fn shape(mut self, shape: LiquidShape) -> Self {
362        self.shape = shape;
363        self
364    }
365
366    pub fn tint(mut self, tint: Color) -> Self {
367        self.tint = Some(tint);
368        self
369    }
370
371    pub fn blur_radius(mut self, radius_dp: f32) -> Self {
372        self.blur_radius = Some(radius_dp);
373        self
374    }
375
376    pub fn saturation(mut self, saturation: f32) -> Self {
377        self.saturation = Some(saturation);
378        self
379    }
380
381    pub fn refraction_depth(mut self, fraction: f32) -> Self {
382        self.refraction_depth = fraction.clamp(0.0, 2.0);
383        self
384    }
385
386    pub fn refraction_curve(mut self, curve: f32) -> Self {
387        self.refraction_curve = curve.clamp(0.05, 1.0);
388        self
389    }
390
391    pub fn dispersion(mut self, strength: f32) -> Self {
392        self.dispersion = strength.clamp(0.0, 1.0);
393        self
394    }
395
396    pub fn transmission_refraction(mut self, strength: f32) -> Self {
397        self.transmission_refraction = strength.clamp(0.0, 1.0);
398        self
399    }
400
401    pub fn meniscus_absorption(mut self, strength: f32) -> Self {
402        self.meniscus_absorption = strength.clamp(0.0, 1.0);
403        self
404    }
405
406    /// Sets the rim fold band depth in dp (zero disables the fold).
407    pub fn fold_depth(mut self, depth_dp: f32) -> Self {
408        self.fold_depth = depth_dp.max(0.0);
409        self
410    }
411
412    /// Sets the uniform face magnification of a riding lens (1.0 = none).
413    pub fn optical_zoom(mut self, zoom: f32) -> Self {
414        self.optical_zoom = zoom.max(1.0);
415        self
416    }
417
418    pub fn highlight(mut self, highlight: f32) -> Self {
419        self.highlight = highlight;
420        self
421    }
422
423    /// Overrides the screen-lift (how hard the glass brightens what it
424    /// shows; the bar lens uses a near-zero lift to stay transmissive).
425    pub fn lift(mut self, lift: f32) -> Self {
426        self.lift = Some(lift);
427        self
428    }
429
430    pub fn adaptive_frost(mut self, foreground: Color, strength: f32) -> Self {
431        self.foreground = Some(foreground);
432        self.adaptive_frost = strength.clamp(0.0, 1.0);
433        self
434    }
435
436    pub fn shadow(mut self, shadow: bool) -> Self {
437        self.shadow = shadow;
438        self
439    }
440
441    pub fn shadow_style(mut self, shadow: GlassShadow) -> Self {
442        self.shadow_style = Some(shadow);
443        self
444    }
445
446    /// Disables the layer clip: the shader's SDF coverage is the only shape
447    /// (required while morphing across geometry the clip can't follow).
448    pub fn no_clip(mut self) -> Self {
449        self.clip = false;
450        self
451    }
452
453    fn default_blur_radius(&self) -> f32 {
454        match self.variant {
455            GlassVariant::Regular => 8.0,
456            GlassVariant::Clear => 3.0,
457            GlassVariant::Lens => 0.0,
458        }
459    }
460
461    fn default_saturation(&self) -> f32 {
462        match self.variant {
463            GlassVariant::Regular => 1.5,
464            GlassVariant::Clear => 1.25,
465            GlassVariant::Lens => 1.0,
466        }
467    }
468
469    /// Theme-resolved material constants captured at composition time.
470    pub(crate) fn resolve(&self, colors: &LiquidColors) -> ResolvedGlass {
471        // Screen-lift keeps the blurred backdrop's colors alive while reading
472        // bright (the reference material is far whiter than an alpha tint
473        // could get without going milky).
474        // The reference menu/bar glass shows blurred content smudges through
475        // its body — lift bright but never opaque; the lens lightens what it
476        // magnifies noticeably (the pressed toggle's green reads lifted).
477        let lift = self.lift.unwrap_or(match (self.variant, colors.is_dark) {
478            (GlassVariant::Regular, false) => 0.42,
479            (GlassVariant::Regular, true) => -0.38,
480            (GlassVariant::Clear, false) => 0.12,
481            (GlassVariant::Clear, true) => -0.12,
482            (GlassVariant::Lens, false) => 0.10,
483            (GlassVariant::Lens, true) => -0.08,
484        });
485        let foreground = self.foreground.unwrap_or(colors.label);
486        let shadow = self.shadow_style.unwrap_or_else(|| {
487            GlassShadow::new(
488                Color::BLACK.with_alpha(match (self.variant, colors.is_dark) {
489                    (GlassVariant::Lens, false) => 0.14,
490                    (GlassVariant::Lens, true) => 0.28,
491                    (_, false) => 0.16,
492                    (_, true) => 0.5,
493                }),
494                if self.variant == GlassVariant::Lens {
495                    10.0
496                } else {
497                    22.0
498                },
499                if self.variant == GlassVariant::Lens {
500                    3.0
501                } else {
502                    8.0
503                },
504                if self.variant == GlassVariant::Lens {
505                    -6.0
506                } else {
507                    -2.0
508                },
509            )
510        });
511        ResolvedGlass {
512            shape: self.shape,
513            tint: self.tint.unwrap_or(colors.glass_tint),
514            blur_radius_dp: self
515                .blur_radius
516                .unwrap_or_else(|| self.default_blur_radius()),
517            saturation: self.saturation.unwrap_or_else(|| self.default_saturation()),
518            refraction_depth: self.refraction_depth,
519            refraction_curve: self.refraction_curve,
520            dispersion: self.dispersion,
521            transmission_refraction: self.transmission_refraction,
522            meniscus_absorption: self.meniscus_absorption,
523            fold_depth: self.fold_depth,
524            optical_zoom: self.optical_zoom,
525            highlight: self.highlight,
526            lift,
527            contrast: if self.variant == GlassVariant::Lens {
528                1.0
529            } else {
530                1.03
531            },
532            shadow: self.shadow,
533            clip: self.clip,
534            foreground_luma: 0.2126 * foreground.r()
535                + 0.7152 * foreground.g()
536                + 0.0722 * foreground.b(),
537            adaptive_frost: self.adaptive_frost,
538            rim_style: if self.variant == GlassVariant::Lens {
539                1.0
540            } else {
541                0.0
542            },
543            shadow_color: shadow.color,
544            shadow_radius: shadow.radius,
545            shadow_offset_y: shadow.offset_y,
546            shadow_spread: shadow.spread,
547        }
548    }
549}
550
551impl Default for Glass {
552    fn default() -> Self {
553        Self::regular()
554    }
555}
556
557/// A theme-resolved glass material; density and dynamics are applied per
558/// frame in the lazy graphics-layer resolver.
559#[derive(Clone, Debug, PartialEq)]
560pub(crate) struct ResolvedGlass {
561    pub shape: LiquidShape,
562    pub tint: Color,
563    pub blur_radius_dp: f32,
564    pub saturation: f32,
565    pub refraction_depth: f32,
566    pub refraction_curve: f32,
567    pub dispersion: f32,
568    pub transmission_refraction: f32,
569    pub meniscus_absorption: f32,
570    pub fold_depth: f32,
571    pub optical_zoom: f32,
572    pub highlight: f32,
573    pub lift: f32,
574    pub contrast: f32,
575    pub shadow: bool,
576    pub clip: bool,
577    /// 0 = surface glass (soft white spec rim); 1 = interactive lens (thin
578    /// bright line + stronger dark outline, chroma does the color).
579    pub rim_style: f32,
580    pub foreground_luma: f32,
581    pub adaptive_frost: f32,
582    pub shadow_color: Color,
583    /// Variant-scaled drop shadow geometry: the lens bubble carries a tight
584    /// contact hint, large surfaces a soft wide ambient.
585    pub shadow_radius: f32,
586    pub shadow_offset_y: f32,
587    pub shadow_spread: f32,
588}
589
590impl ResolvedGlass {
591    /// Builds the wcKSRD shader for the current density and
592    /// per-frame dynamics. Cover mode keeps geometry in pixels with the
593    /// container uniform zeroed; the shader owns all backdrop samples.
594    pub(crate) fn backdrop_effect(&self, density: f32, dynamics: GlassDynamics) -> RenderEffect {
595        self.runtime_effect(density, dynamics, false)
596    }
597
598    fn content_mask_effect(&self, density: f32, dynamics: GlassDynamics) -> RenderEffect {
599        self.runtime_effect(density, dynamics, true)
600    }
601
602    fn runtime_effect(
603        &self,
604        density: f32,
605        dynamics: GlassDynamics,
606        content_mask: bool,
607    ) -> RenderEffect {
608        let density = density.max(f32::EPSILON);
609        let activity = dynamics
610            .activity
611            .filter(|value| value.is_finite())
612            .unwrap_or(1.0)
613            .clamp(0.0, 1.0);
614        let mut shader = RuntimeShader::new(LIQUID_GLASS_WGSL);
615        if let Some(morph) = dynamics.morph.as_ref() {
616            // Morph glass: the container carries the node size in dp and ALL
617            // geometry is dp — the shader divides the renderer-injected node
618            // pixel rect by the container, so the field lands correctly at
619            // any render scale (density-scaled packing broke every capture
620            // whose render scale differed from the platform density).
621            let (node_w, node_h) = morph.node_size;
622            let (cx, cy, w, h, radius) = morph.primary;
623            shader.set_float2(0, node_w.max(1.0), node_h.max(1.0));
624            shader.set_float2(2, cx, cy);
625            shader.set_float2(4, w, h);
626            shader.set_float(6, radius);
627            let count = morph.shapes.len().min(GlassMorph::MAX_SHAPES);
628            shader.set_float(30, count as f32);
629            for (index, (sx, sy, sw, sh, sr)) in morph.shapes.iter().take(count).enumerate() {
630                let base = 36 + index * 5;
631                shader.set_float(base, *sx);
632                shader.set_float(base + 1, *sy);
633                shader.set_float(base + 2, *sw);
634                shader.set_float(base + 3, *sh);
635                shader.set_float(base + 4, *sr);
636            }
637            shader.set_float(31, morph.glue);
638            shader.set_float(32, morph.wobble_amplitude * activity);
639            shader.set_float(33, morph.wobble_phase);
640            shader.set_float(26, morph.bulge_amplitude * activity);
641            shader.set_float(27, morph.bulge_direction);
642            shader.set_float(110, morph.ellipse_blend.clamp(0.0, 1.0) * activity);
643            if let Some(deformation) = morph.deformation {
644                let axis = deformation.axis();
645                let along = 1.0 + (deformation.along() - 1.0) * activity;
646                shader.set_float2(106, axis.0, axis.1);
647                shader.set_float(108, along);
648                shader.set_float(109, 1.0 / along);
649            } else {
650                shader.set_float2(106, 1.0, 0.0);
651                shader.set_float2(108, 1.0, 1.0);
652            }
653            // Bezel in dp: the shader scales by px-per-dp.
654        } else {
655            // Cover mode marker: container size stays zero. Geometry is px at
656            // the platform density (node size only known at render time).
657            shader.set_float2(0, 0.0, 0.0);
658            shader.set_float(6, self.shape.shader_radius_px(density));
659        }
660        shader.set_float(9, self.refraction_depth * activity);
661        shader.set_float(
662            GLASS_REFRACTION_CURVE_UNIFORM,
663            self.refraction_curve * activity,
664        );
665        shader.set_float(GLASS_DISPERSION_UNIFORM, self.dispersion * activity);
666        shader.set_float(
667            GLASS_TRANSMISSION_REFRACTION_UNIFORM,
668            self.transmission_refraction * activity,
669        );
670        shader.set_float(GLASS_MENISCUS_ABSORPTION_UNIFORM, self.meniscus_absorption);
671        if self.fold_depth > 0.0 {
672            shader.set_float(GLASS_FOLD_DEPTH_UNIFORM, self.fold_depth);
673        }
674        if self.optical_zoom > 1.0 {
675            shader.set_float(
676                GLASS_OPTICAL_ZOOM_UNIFORM,
677                1.0 + (self.optical_zoom - 1.0) * activity,
678            );
679        }
680        if let Some((touch_x, touch_y, intensity)) = dynamics.touch {
681            shader.set_float(118, touch_x);
682            shader.set_float(119, touch_y);
683            shader.set_float(120, intensity.clamp(0.0, 1.0));
684        }
685        shader.set_float(GLASS_EFFECT_DENSITY_UNIFORM, density);
686        shader.set_float(
687            11,
688            (self.highlight + dynamics.highlight_boost).clamp(0.0, 2.0) * activity,
689        );
690        let dynamic_tint = boost_tint_saturation(self.tint, dynamics.saturation_boost);
691        let dynamic_tint_alpha = (dynamic_tint.a()
692            * dynamics
693                .tint_alpha_multiplier
694                .unwrap_or(1.0)
695                .clamp(0.0, 2.0)
696            * activity)
697            .clamp(0.0, 1.0);
698        shader.set_float4(
699            14,
700            dynamic_tint.r(),
701            dynamic_tint.g(),
702            dynamic_tint.b(),
703            dynamic_tint_alpha,
704        );
705        let saturation = (self.saturation + dynamics.saturation_boost).max(0.0);
706        shader.set_float(18, 1.0 + (saturation - 1.0) * activity);
707        shader.set_float(20, self.lift * activity);
708        shader.set_float(21, 0.5 * activity);
709        shader.set_float2(22, 0.0, 1.0);
710        shader.set_float(24, 1.0 + (self.contrast - 1.0) * activity);
711        shader.set_float(28, self.rim_style * activity);
712        let requested_blur_radius_px = if content_mask {
713            0.0
714        } else {
715            self.blur_radius_dp * density * activity
716        };
717        let wcksrd_blur_radius = requested_blur_radius_px.min(WCKSRD_OPTICAL_BLUR_RADIUS_PX);
718        let gaussian_blur_radius = (requested_blur_radius_px - wcksrd_blur_radius).max(0.0);
719        shader.set_float(GLASS_BLUR_RADIUS_UNIFORM, wcksrd_blur_radius);
720        shader.set_float(GLASS_ACTIVITY_UNIFORM, activity);
721        let resting_tint = dynamics.resting_tint.unwrap_or(Color::TRANSPARENT);
722        shader.set_float4(
723            GLASS_RESTING_TINT_UNIFORM,
724            resting_tint.r(),
725            resting_tint.g(),
726            resting_tint.b(),
727            resting_tint.a(),
728        );
729        shader.set_float(112, if content_mask { 1.0 } else { 0.0 });
730        shader.set_float(91, self.adaptive_frost * activity);
731        shader.set_float(97, self.foreground_luma);
732        let dynamic_shadow = !self.clip && self.shadow;
733        shader.set_float(
734            102,
735            if dynamic_shadow {
736                self.shadow_color.a() * 0.55 * activity
737            } else {
738                0.0
739            },
740        );
741        shader.set_float(103, self.shadow_radius);
742        shader.set_float(104, self.shadow_offset_y);
743        shader.set_float(105, self.shadow_spread);
744        // Morph padding: wobble reach plus how far any scene shape (plus its
745        // glue neck) extends beyond the primary rect — the capture and the
746        // composite surface must cover the whole glued field.
747        let morph_pad = dynamics
748            .morph
749            .as_ref()
750            .map(|morph| {
751                let (px, py, pw, ph, _) = morph.primary;
752                let (left, top) = (px - pw * 0.5, py - ph * 0.5);
753                let (right, bottom) = (px + pw * 0.5, py + ph * 0.5);
754                let mut shape_reach = 0.0f32;
755                for (sx, sy, sw, sh, _) in &morph.shapes {
756                    let reach_x = ((sx + sw * 0.5) - right)
757                        .max(left - (sx - sw * 0.5))
758                        .max(0.0);
759                    let reach_y = ((sy + sh * 0.5) - bottom)
760                        .max(top - (sy - sh * 0.5))
761                        .max(0.0);
762                    shape_reach = shape_reach.max(reach_x.max(reach_y));
763                }
764                let glue_pad = if morph.shapes.is_empty() {
765                    0.0
766                } else {
767                    morph.glue * 2.0
768                };
769                morph.wobble_amplitude * 2.0 + morph.bulge_amplitude + shape_reach + glue_pad
770            })
771            .unwrap_or(0.0);
772        // Paddings are consumed in LOGICAL units by the backdrop capture and
773        // output rects — dp, never density-scaled.
774        shader.set_input_padding(self.input_padding() + morph_pad + wcksrd_blur_radius / density);
775        // Morphing glass WRITES outside the node rect (wobble, bulge, glued
776        // neighbors, plus the ~2px antialiased rim); declare it so the
777        // composite scissor doesn't clip the field at the node edge.
778        if dynamics.morph.is_some() {
779            let shadow_reach = if dynamic_shadow {
780                self.shadow_radius + self.shadow_offset_y.abs() + self.shadow_spread.max(0.0)
781            } else {
782                0.0
783            };
784            shader.set_output_padding(morph_pad + shadow_reach + 4.0);
785        }
786
787        let optical_effect = RenderEffect::runtime_shader(shader);
788        if gaussian_blur_radius > f32::EPSILON {
789            RenderEffect::blur(gaussian_blur_radius).then(optical_effect)
790        } else {
791            optical_effect
792        }
793    }
794
795    /// Backdrop capture padding (px) covering the largest refracted sample
796    /// (see `liquid_glass_input_padding` for the explicit-rect twin). Padded
797    /// for tilt up to ±1 per axis so per-frame tilt never outruns the capture.
798    fn input_padding(&self) -> f32 {
799        // wcKSRD maps every refracted coordinate toward the center of the
800        // already-captured backdrop. Only its minimum 9x9 sample footprint
801        // extends beyond that segment; blur and morph reach are added by the
802        // caller from their actual runtime values.
803        2.0
804    }
805}
806
807/// Modifier extension installing the Liquid Glass material.
808pub trait LiquidModifierExt {
809    /// Applies the glass material to this composable's bounds: backdrop blur +
810    /// lens shader, clipped to `glass.shape`, with a soft drop shadow.
811    ///
812    /// Must be called in composable context (the material resolves theme
813    /// colors at the call site).
814    fn glass_effect(self, glass: Glass) -> Modifier;
815
816    /// [`glass_effect`](Self::glass_effect) with per-frame motion inputs; the
817    /// closure is read at scene-build time, so animating tilt or highlight
818    /// does not recompose.
819    fn glass_effect_with(
820        self,
821        glass: Glass,
822        dynamics: impl Fn() -> GlassDynamics + 'static,
823    ) -> Modifier;
824}
825
826impl LiquidModifierExt for Modifier {
827    fn glass_effect(self, glass: Glass) -> Modifier {
828        self.glass_effect_with(glass, GlassDynamics::default)
829    }
830
831    fn glass_effect_with(
832        self,
833        glass: Glass,
834        dynamics: impl Fn() -> GlassDynamics + 'static,
835    ) -> Modifier {
836        let colors = crate::theme::liquid_colors();
837        let resolved = Rc::new(glass.resolve(&colors));
838        let shape = resolved.shape;
839
840        let mut modifier = self;
841        if resolved.shadow && resolved.clip {
842            let shadow_color = resolved.shadow_color;
843            let (radius, offset_y, spread) = (
844                resolved.shadow_radius,
845                resolved.shadow_offset_y,
846                resolved.shadow_spread,
847            );
848            modifier = modifier.drop_shadow(shape.layer_shape(), move |scope| {
849                scope.radius = radius;
850                scope.spread = spread;
851                scope.offset.y = offset_y;
852                scope.color = shadow_color;
853                // Glass samples the backdrop behind itself — knock the shape
854                // out of its own shadow so the material stays bright.
855                scope.cutout = true;
856            });
857        }
858
859        let layer_resolved = Rc::clone(&resolved);
860        let clip = resolved.clip;
861        modifier.graphics_layer(move || {
862            let density = current_density();
863            let frame = dynamics();
864            let render_effect = (!clip && frame.morph.is_some())
865                .then(|| layer_resolved.content_mask_effect(density, frame.clone()));
866            GraphicsLayer {
867                backdrop_effect: Some(layer_resolved.backdrop_effect(density, frame)),
868                render_effect,
869                shape: shape.layer_shape(),
870                clip,
871                ..Default::default()
872            }
873        })
874    }
875}
876
877#[cfg(test)]
878mod tests {
879    use super::*;
880
881    fn light_colors() -> LiquidColors {
882        LiquidColors::light(Color::from_rgb_u8(0, 122, 255))
883    }
884
885    fn terminal_shader(effect: RenderEffect) -> RuntimeShader {
886        match effect {
887            RenderEffect::Shader { shader } => shader,
888            RenderEffect::Chain { second, .. } => terminal_shader(*second),
889            effect => panic!("expected runtime shader, got {effect:?}"),
890        }
891    }
892
893    #[test]
894    fn liquid_shape_builds_matching_clip_and_layer_shapes() {
895        for shape in [
896            LiquidShape::Capsule,
897            LiquidShape::Circle,
898            LiquidShape::RoundedRect(12.0),
899        ] {
900            assert_eq!(shape.layer_shape(), LayerShape::Rounded(shape.clip_shape()));
901        }
902    }
903
904    #[test]
905    fn glass_shadow_clamps_negative_radius() {
906        let shadow = GlassShadow::new(Color::BLACK, -2.0, 3.0, -1.0);
907        assert_eq!(shadow.radius, 0.0);
908        assert_eq!(shadow.offset_y, 3.0);
909        assert_eq!(shadow.spread, -1.0);
910    }
911
912    #[test]
913    fn incompressible_deformation_normalizes_axis_and_conserves_area() {
914        let deformation = GlassDeformation::incompressible((3.0, 4.0), 1.25);
915        assert_eq!(deformation.axis(), (0.6, 0.8));
916        assert_eq!(deformation.along(), 1.25);
917        assert!((deformation.along() * deformation.across() - 1.0).abs() < 1.0e-6);
918        assert_eq!(
919            GlassDeformation::incompressible((0.0, 0.0), 0.0).axis(),
920            (1.0, 0.0)
921        );
922    }
923
924    #[test]
925    fn glass_builders_clamp_physical_inputs() {
926        let glass = Glass::lens()
927            .shape(LiquidShape::Circle)
928            .tint(Color::BLACK)
929            .blur_radius(-2.0)
930            .saturation(1.2)
931            .refraction_depth(3.0)
932            .refraction_curve(2.0)
933            .dispersion(2.0)
934            .transmission_refraction(2.0)
935            .meniscus_absorption(2.0)
936            .highlight(0.4)
937            .lift(-0.2)
938            .adaptive_frost(Color::WHITE, 2.0)
939            .shadow(false)
940            .no_clip();
941        assert_eq!(glass.shape, LiquidShape::Circle);
942        assert_eq!(glass.tint, Some(Color::BLACK));
943        assert_eq!(glass.blur_radius, Some(-2.0));
944        assert_eq!(glass.saturation, Some(1.2));
945        assert_eq!(glass.refraction_depth, 2.0);
946        assert_eq!(glass.refraction_curve, 1.0);
947        assert_eq!(glass.dispersion, 1.0);
948        assert_eq!(glass.transmission_refraction, 1.0);
949        assert_eq!(glass.meniscus_absorption, 1.0);
950        assert_eq!(glass.highlight, 0.4);
951        assert_eq!(glass.lift, Some(-0.2));
952        assert_eq!(glass.adaptive_frost, 1.0);
953        assert!(!glass.shadow);
954        assert!(!glass.clip);
955    }
956
957    #[test]
958    fn material_variants_resolve_distinct_frost_levels() {
959        let regular = Glass::regular().resolve(&light_colors());
960        let clear = Glass::clear().resolve(&light_colors());
961        let lens = Glass::lens().resolve(&light_colors());
962        assert!(regular.blur_radius_dp > clear.blur_radius_dp);
963        assert!(clear.blur_radius_dp > lens.blur_radius_dp);
964        assert!(regular.saturation > clear.saturation);
965        assert_eq!(lens.rim_style, 1.0);
966        assert_eq!(regular.refraction_curve, 0.25);
967        assert_eq!(lens.refraction_curve, 1.0);
968        assert_eq!(regular.dispersion, 0.0);
969        assert_eq!(lens.dispersion, 0.30);
970    }
971
972    #[test]
973    fn neutral_surface_helpers_follow_foreground_polarity() {
974        assert_eq!(
975            neutral_surface_tint(Color::BLACK, 0.08, 0.10),
976            Color::BLACK.with_alpha(0.08)
977        );
978        assert_eq!(
979            neutral_surface_tint(Color::WHITE, 0.08, 0.10),
980            Color::WHITE.with_alpha(0.10)
981        );
982        assert_eq!(neutral_surface_lift(Color::BLACK, 0.7, -0.3), 0.7);
983        assert_eq!(neutral_surface_lift(Color::WHITE, 0.7, -0.3), -0.3);
984    }
985
986    #[test]
987    fn dynamic_saturation_reaches_the_material_tint() {
988        let resting = Color::from_rgb_u8(0, 199, 208);
989        let raised = boost_tint_saturation(resting, 0.55);
990        assert_eq!(raised.r(), 0.0);
991        assert!(raised.g() > resting.g());
992        assert!(raised.b() > resting.b());
993        assert_eq!(raised.a(), resting.a());
994    }
995
996    #[test]
997    fn resolved_material_packs_wcksrd_and_dynamic_tint() {
998        let resolved = Glass::lens()
999            .refraction_depth(0.72)
1000            .refraction_curve(0.8)
1001            .dispersion(0.42)
1002            .transmission_refraction(0.35)
1003            .meniscus_absorption(0.3)
1004            .blur_radius(3.0)
1005            .tint(Color::BLACK.with_alpha(0.8))
1006            .resolve(&light_colors());
1007        let effect = resolved.backdrop_effect(
1008            2.0,
1009            GlassDynamics {
1010                highlight_boost: 0.2,
1011                saturation_boost: 0.35,
1012                tint_alpha_multiplier: Some(0.25),
1013                ..Default::default()
1014            },
1015        );
1016        let RenderEffect::Chain { first, .. } = &effect else {
1017            panic!("macroscopic frost must precede the wcKSRD optical pass");
1018        };
1019        assert!(matches!(
1020            first.as_ref(),
1021            RenderEffect::Blur {
1022                radius_x: 4.0,
1023                radius_y: 4.0,
1024                ..
1025            }
1026        ));
1027        let shader = terminal_shader(effect);
1028        assert_eq!(shader.uniforms()[9], 0.72);
1029        assert_eq!(shader.uniforms()[GLASS_REFRACTION_CURVE_UNIFORM], 0.8);
1030        assert_eq!(shader.uniforms()[GLASS_DISPERSION_UNIFORM], 0.42);
1031        assert_eq!(
1032            shader.uniforms()[GLASS_TRANSMISSION_REFRACTION_UNIFORM],
1033            0.35
1034        );
1035        assert_eq!(shader.uniforms()[GLASS_MENISCUS_ABSORPTION_UNIFORM], 0.3);
1036        assert_eq!(shader.uniforms()[11], resolved.highlight + 0.2);
1037        assert_eq!(shader.uniforms()[18], resolved.saturation + 0.35);
1038        assert!((shader.uniforms()[17] - 0.2).abs() < 1.0e-6);
1039        assert_eq!(
1040            shader.uniforms()[GLASS_BLUR_RADIUS_UNIFORM],
1041            WCKSRD_OPTICAL_BLUR_RADIUS_PX
1042        );
1043        assert_eq!(shader.uniforms()[GLASS_EFFECT_DENSITY_UNIFORM], 2.0);
1044    }
1045
1046    #[test]
1047    fn raised_tint_density_stays_premultiplied_alpha_safe() {
1048        let effect = Glass::lens()
1049            .tint(Color::WHITE.with_alpha(0.8))
1050            .resolve(&light_colors())
1051            .backdrop_effect(
1052                1.0,
1053                GlassDynamics {
1054                    tint_alpha_multiplier: Some(2.0),
1055                    ..Default::default()
1056                },
1057            );
1058        assert_eq!(terminal_shader(effect).uniforms()[17], 1.0);
1059    }
1060
1061    #[test]
1062    fn optical_activity_reaches_identity_without_removing_the_glass_geometry() {
1063        let resolved = Glass::lens()
1064            .refraction_depth(0.72)
1065            .refraction_curve(0.8)
1066            .dispersion(0.42)
1067            .blur_radius(3.0)
1068            .saturation(1.4)
1069            .highlight(0.6)
1070            .lift(0.2)
1071            .tint(Color::BLACK.with_alpha(0.8))
1072            .no_clip()
1073            .resolve(&light_colors());
1074        let morph = GlassMorph {
1075            node_size: (120.0, 72.0),
1076            primary: (60.0, 36.0, 96.0, 52.0, -1.0),
1077            wobble_amplitude: 3.0,
1078            bulge_amplitude: 4.0,
1079            deformation: Some(GlassDeformation::incompressible((1.0, 0.0), 1.25)),
1080            ..Default::default()
1081        };
1082
1083        let RenderEffect::Shader { shader } = resolved.backdrop_effect(
1084            2.0,
1085            GlassDynamics {
1086                activity: Some(0.0),
1087                morph: Some(morph),
1088                ..Default::default()
1089            },
1090        ) else {
1091            panic!("material must resolve to the shared wcKSRD shader");
1092        };
1093        let uniforms = shader.uniforms();
1094        assert_eq!(uniforms[GLASS_ACTIVITY_UNIFORM], 0.0);
1095        assert_eq!(uniforms[9], 0.0);
1096        assert_eq!(uniforms[GLASS_REFRACTION_CURVE_UNIFORM], 0.0);
1097        assert_eq!(uniforms[GLASS_DISPERSION_UNIFORM], 0.0);
1098        assert_eq!(uniforms[GLASS_TRANSMISSION_REFRACTION_UNIFORM], 0.0);
1099        assert_eq!(uniforms[11], 0.0);
1100        assert_eq!(uniforms[17], 0.0);
1101        assert_eq!(uniforms[18], 1.0);
1102        assert_eq!(uniforms[20], 0.0);
1103        assert_eq!(uniforms[21], 0.0);
1104        assert_eq!(uniforms[24], 1.0);
1105        assert_eq!(uniforms[28], 0.0);
1106        assert_eq!(uniforms[GLASS_BLUR_RADIUS_UNIFORM], 0.0);
1107        assert_eq!(uniforms[91], 0.0);
1108        assert_eq!(uniforms[102], 0.0);
1109        assert_eq!(
1110            &uniforms[GLASS_RESTING_TINT_UNIFORM..GLASS_RESTING_TINT_UNIFORM + 4],
1111            &[0.0, 0.0, 0.0, 0.0]
1112        );
1113        assert_eq!(uniforms[32], 0.0);
1114        assert_eq!(uniforms[26], 0.0);
1115        assert_eq!(&uniforms[108..110], &[1.0, 1.0]);
1116        assert_eq!(&uniforms[2..6], &[60.0, 36.0, 96.0, 52.0]);
1117    }
1118
1119    #[test]
1120    fn resting_surface_tint_survives_zero_optical_activity() {
1121        let tint = Color::BLACK.with_alpha(0.11);
1122        let RenderEffect::Shader { shader } = Glass::lens()
1123            .no_clip()
1124            .resolve(&light_colors())
1125            .backdrop_effect(
1126                1.0,
1127                GlassDynamics {
1128                    activity: Some(0.0),
1129                    resting_tint: Some(tint),
1130                    ..Default::default()
1131                },
1132            )
1133        else {
1134            panic!("resting surface must use the shared wcKSRD shader");
1135        };
1136        assert_eq!(
1137            &shader.uniforms()[GLASS_RESTING_TINT_UNIFORM..GLASS_RESTING_TINT_UNIFORM + 4],
1138            &[tint.r(), tint.g(), tint.b(), tint.a()]
1139        );
1140        assert_eq!(shader.uniforms()[GLASS_ACTIVITY_UNIFORM], 0.0);
1141    }
1142
1143    #[test]
1144    fn full_optical_activity_preserves_the_resolved_material() {
1145        let resolved = Glass::lens()
1146            .refraction_depth(0.72)
1147            .refraction_curve(0.8)
1148            .dispersion(0.42)
1149            .blur_radius(3.0)
1150            .resolve(&light_colors());
1151        let shader = terminal_shader(resolved.backdrop_effect(
1152            2.0,
1153            GlassDynamics {
1154                activity: Some(1.0),
1155                ..Default::default()
1156            },
1157        ));
1158        let uniforms = shader.uniforms();
1159        assert_eq!(uniforms[GLASS_ACTIVITY_UNIFORM], 1.0);
1160        assert_eq!(uniforms[9], 0.72);
1161        assert_eq!(uniforms[GLASS_REFRACTION_CURVE_UNIFORM], 0.8);
1162        assert_eq!(uniforms[GLASS_DISPERSION_UNIFORM], 0.42);
1163        assert_eq!(uniforms[GLASS_TRANSMISSION_REFRACTION_UNIFORM], 1.0);
1164        assert_eq!(
1165            uniforms[GLASS_BLUR_RADIUS_UNIFORM],
1166            WCKSRD_OPTICAL_BLUR_RADIUS_PX
1167        );
1168    }
1169
1170    #[test]
1171    fn morph_geometry_and_incompressible_strain_are_packed() {
1172        let deformation = GlassDeformation::incompressible((0.0, 2.0), 1.25);
1173        let morph = GlassMorph {
1174            node_size: (78.0, 59.0),
1175            primary: (39.0, 29.5, 58.0, 39.0, -1.0),
1176            shapes: vec![(70.0, 29.5, 40.0, 40.0, -1.0)],
1177            glue: 8.0,
1178            wobble_amplitude: 1.0,
1179            wobble_phase: 0.5,
1180            bulge_amplitude: 2.0,
1181            bulge_direction: 0.25,
1182            ellipse_blend: 0.3,
1183            deformation: Some(deformation),
1184        };
1185        let RenderEffect::Shader { shader } = Glass::lens()
1186            .no_clip()
1187            .resolve(&light_colors())
1188            .backdrop_effect(
1189                1.0,
1190                GlassDynamics {
1191                    morph: Some(morph),
1192                    ..Default::default()
1193                },
1194            )
1195        else {
1196            panic!("morph must use the shared wcKSRD shader");
1197        };
1198        let uniforms = shader.uniforms();
1199        assert_eq!(&uniforms[0..6], &[78.0, 59.0, 39.0, 29.5, 58.0, 39.0]);
1200        assert_eq!(uniforms[30], 1.0);
1201        assert_eq!(&uniforms[106..110], &[0.0, 1.0, 1.25, 0.8]);
1202        assert_eq!(uniforms[110], 0.3);
1203        assert!(shader.output_padding() > 0.0);
1204    }
1205}