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Releases: TattvaOrg/Lniri

0.1.7

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@Chintanpatel24 Chintanpatel24 released this 15 Sep 18:16
e5e3530

What's Changed

  • chore(ci): bump softprops/action-gh-release from 2 to 3 by @dependabot[bot] in #18
  • chore(ci): bump actions/checkout from 4 to 7 by @dependabot[bot] in #16
  • chore(ci): bump actions/upload-artifact from 4 to 7 by @dependabot[bot] in #17
  • fix(shaders): calibrate KWin glass refraction scaling, SDF normals and clamp displacement by @Chintanpatel24 in #19

New Contributors

Full Changelog: 0.1.6...0.1.7

0.1.6

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@Chintanpatel24 Chintanpatel24 released this 12 Sep 07:57
2667e0f

What's Changed

  • feat: enforce instant pre-built binary installation and continuous rolling releases by @Chintanpatel24 in #13
  • fix: resolve login manager session failure caused by missing libdisplay-info.so.1 by @Chintanpatel24 in #14

Full Changelog: 0.1.5...0.1.6

0.1.5

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@Chintanpatel24 Chintanpatel24 released this 12 Sep 06:59

What's Changed

  • feat: KWin Glass effect shader engine & automated GitHub binary releases (v0.1.5) by @Chintanpatel24 in #11

Full Changelog: 0.1.4.0...0.1.5

Lniri Rolling (main)

Lniri Rolling (main) Pre-release
Pre-release

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@Chintanpatel24 Chintanpatel24 released this 12 Sep 07:13
3fc4b75

Continuous automated pre-compiled release for Lniri main branch.

Lniri-v.0.1.4

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@Chintanpatel24 Chintanpatel24 released this 07 Sep 18:26
e3dc657

What's Changed

  • feat: add liquidity config parameter for organic liquid glass effect by @Chintanpatel24 in #8
  • docs: update README and template guide with liquidity parameter by @Chintanpatel24 in #9

Full Changelog: 0.1.3...0.1.4

Leer-v.0.1.4-glc

Leer-v.0.1.4-glc Pre-release
Pre-release

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@Chintanpatel24 Chintanpatel24 released this 07 Sep 19:00
90e6b65

What's Changed

  • feat(shader): implement authentic water-drop liquid reflection by @Chintanpatel24 in #10

Full Changelog: 0.1.4...0.1.4.0

Lniri-v.0.1.3

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@Chintanpatel24 Chintanpatel24 released this 05 Sep 12:50
9f278b0

Summary

This PR enables the liquid-glass effect on layer-rule surfaces (such as mistbar, waybar, docks, and launchers) and upgrades the shader optics to look significantly more fluid, organic, and realistic.

1. Fix UV Scaling & Aspect-Ratio Distortion on Layer Surfaces

  • Previously, clipped_surface.frag computed uvScale = 1.0 / (halfSize * 2.0) (1.0 / geo_size). For thin layer surfaces (e.g. 1920x36), uvScale.y caused a ~30× (3000%) vertical stretch distortion, overshooting screen UV bounds and clamping to edge/black pixels.
  • Fix: Derived exact isotropic pixel density from the input_to_geo transformation matrix (texPixels = max(vec2(length(dU) * winSize.x, length(dV) * winSize.y), vec2(1.0)); uvScale = 1.0 / texPixels;). This guarantees true 1:1 physical pixel refraction in both X and Y across any surface aspect ratio.

2. Organic Fluid Optics & Snell Cauchy Dispersion

  • Genuine 3-Channel Snell Dispersion: Computed separate refracted ray vectors for Red, Green, and Blue wavelengths ($IOR_R, IOR_G, IOR_B$) using refract() following Cauchy dispersion, splitting spectrum colors realistically across steep liquid curvatures.
  • Fluid Meniscus & Cohesive Body Surface Tension: Added organic meniscus curvature combined with gentle interior fluid dome displacement (fluidBody), making the glass look like cohesive liquid water rather than a rigid flat sheet.
  • Liquid Fresnel Grazing-Angle Sheen: Added grazing-angle Fresnel reflectance along the meniscus curve in glassOutline, producing an organic wet sheen without painted white borders.
  • Layer Surface Displacement Clamping: Raised maxShiftPx to max(minHalfSize * 0.45, 24.0 * niri_scale) so thin bars can exhibit prominent refraction.

3. Layer Surface Client Clipping

  • Added ClippedSurfaceRenderElement<R> to MappedLayer in src/layer/mapped.rs. Layer surface client buffers are now clipped to geometry-corner-radius, preventing rectangular corners from bleeding over the curved glass bevel.
  • Enabled clip_to_geometry: true in background_effect::render_for_tile.

4. Empty Client Blur Region Fix

  • When a layer client (e.g., Qt/AGS bar) registers an empty blur protocol region, Lniri no longer aborts the effect if liquid-glass or blur is explicitly configured in layer-rule.

5. Config Presets & Cleanup

  • Removed duplicate lg_physical_refraction uniforms in xray.rs and framebuffer_effect.rs.
  • Updated install.sh to copy src/layer/mapped.rs.
  • Added layer-rule configuration examples to config.kdl and template.md.

Verification

  • Verified with cargo check --bin niri (passed with 0 warnings/errors).
  • Compiled release binary via cargo build --release --bin niri (passed).
  • Verified binary runtime with lniri --version.

What's Changed

  • feat: add layer-rule support for liquid-glass and enhance organic fluid optics by @Chintanpatel24 in #6

Full Changelog: 0.1.2...0.1.3

Lniri-v0.1.2

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@Chintanpatel24 Chintanpatel24 released this 05 Sep 11:28

What's Changed

  • feat(shader): Snell's law optical refraction, subpixel anti-aliasing, Dependabot & Issue templates by @Chintanpatel24 in #5

Full Changelog: 0.1.1...0.1.2

Lniri-v0.1.1

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@Chintanpatel24 Chintanpatel24 released this 05 Sep 10:27
b8247ed

What's Changed

  • refactor: transform Lniri into pure overlay model with smart updater & template by @Chintanpatel24 in #4

Full Changelog: 0.1.0...0.1.1

Lniri-v0.1.0

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@Chintanpatel24 Chintanpatel24 released this 05 Sep 09:59

What's Changed

  • feat: Lniri — Liquid Glass Compositor with Standalone Build & One-Liner Installer by @Chintanpatel24 in #1
  • feat(installer): auto-detect existing installation and prompt for update channel (main vs release) by @Chintanpatel24 in #2
  • feat(installer): add auto-update detection and channel selection (mai… by @Chintanpatel24 in #3

New Contributors

Full Changelog: https://github.com/AbsolOrg/Lniri/commits/0.1.0