MichaelScottsman af4e73c1d3 Stereo glass: each eye sees the room behind the window glass from where it is; tuner fits its popup; the sidebar keeps native glass without the laser; Home leaves on the route exit
Stereo (glassd cap stereo, flag glassStereo, on)
- The window glass was one image both eyes saw on the glass plane, so the room behind it read as a picture
  pasted on the glass. glassd now renders each eye's view (SteamVR's eye-to-head offsets, refreshed every
  5 s): every region of a stereo surface's texture is a pair, left eye's copy then right eye's, and the
  scene graph's panel spans the pair with stereoscopy Parallel.
- Measured on the device with a lab probe (lgs_sg test.stereoProbe): SteamVR splits a Parallel panel at
  the middle of the panel's own uv rect, not at the texture's halves; hence the pair layout, and stereo only
  where the scene graph shows a surface whole (main, SteamVR's panels). The bar, the frame menu and popups
  show crops and stay mono. A slab clipped sideways is left out while it is.
- GPU about 2.9 -> 3.5 ms a frame.

Sidebar without the laser
- frame.menu is no longer laser-only: SteamVR shows it in gamepad mode (laser mouse off) and beside its own
  pages; keyed on the gamepad flag its native glass went off and the CSS glass showed. Verified with the
  flag forced to gamepad on Home and in VR Settings: the cover stays.

Home -> Library
- The shell stamps the leaving Home view with the moment it starts leaving (only on a way out of Home, kept
  across Steam's /library redirect); Home fades on the route exit and the reporter lets its plates go on
  that clock. Measured: all Home discs reported leaving in the first report, gone with the page.
- Plates whose element leaves the DOM are reported leaving from the mutation itself (no measuring), not
  after a frame-driven tick the new route's render starves.

Glass tuner
- The popup fits Steam's 600 px bar popup cap (rows 76 px: label and value on one line over a 40 px slider);
  open()/close() for tests.
2026-10-09 14:51:41 -04:00

Glass Shell: Liquid Glass for the Steam Frame's VR interface

Glass Shell re-skins the Steam Frame's whole VR interface in Apple's glass design language: visionOS window glass for the dashboard window, Liquid Glass for everything that floats. That covers:

  • the library, game pages and settings
  • friends, the dashboard bar and every bar popup
  • frame menus, tooltips, the volume HUD, toasts and the keyboard

It is a look only. Every button, menu, route and controller-focus path is Steam's own, untouched.

Turn it on and off (in the headset)

  1. On the dashboard bar, press +.
  2. Under Launch Program, pick Liquid Glass.

A glass toast confirms "Liquid Glass · On". Do the same again to turn it off.

Nothing persists

The theme is never written to disk. lgs injects the stylesheet into the running Steam client through its local devtools socket (127.0.0.1:8080; Steam on the Frame runs with -cef-enable-debugging). Any of these brings back the stock UI:

  • reboot the headset
  • restart Steam
  • launch Liquid Glass again from +

Nothing starts at boot. There are no systemd units, autostart entries or Steam file patches.

Only two things stay installed, so the toggle is there after a reboot, plus one file of your own:

Path What it is
~/.local/share/applications/glass-shell.desktop The "Liquid Glass" entry in + › Launch Program
~/.local/share/glass-shell/ The toggle script and the theme files it reads
~/.config/glass-shell/tune.json Your glass settings from the paintbrush button on the bar (colour, intensity, refraction, frost, highlights). Written only when you change them; Reset to default in that panel deletes it. The one exception to "nothing persists", by request

python glass.py uninstall removes all three.

From the PC

python glass.py install        # copy to the headset and add the launcher
python glass.py on | off | toggle | status
python glass.py dial 0.7       # glass intensity: 0 = clearest, 1 = most opaque (saved with your glass settings)
python glass.py uninstall

On the headset itself, ~/.local/share/glass-shell/device/lgs on|off|toggle|status|dial V does the same.

How it works

Piece Role
device/lgs_core.js Runs inside Steam's SharedJSContext. Adds one <style> (and hidden SVG defs) to every gamepadui window through g_PopupManager, follows new popups, and removes everything on off
device/lgs_index.js Steam's class names are hashed. The theme is written against readable names (%{BarSurface}, %{*GamepadDialogContent>Field}) that are resolved at injection time from Steam's own webpack CSS modules, so the theme survives client updates
theme/*.css The look, split by area. 00-tokens.nowrap.css holds the materials (window glass, panel glass, Liquid Glass, thick glass), states, radii and motion. See docs/DESIGN.md
lab/ + glass.py Development tools: navigate, open menus, screenshot any surface (it renders even when nobody wears the headset) and audit stock against themed for hidden, shrunk or unclickable controls and lost contrast. See docs/LAB.md

Docs

File What's in it
docs/DESIGN.md Materials, states, components, guardrails
docs/LAB.md Tools, token syntax, rules for working on the live UI
docs/inventory/*.md Every surface, route and sub-menu, mapped
docs/COVERAGE.md What was restyled and verified, screen by screen
S
Description
GitHub pull mirror of MichaelScottsman/LiquidAss-Frame. GitHub repository ID: 1412389406.
https://github.com/MichaelScottsman/LiquidAss-Frame Readme
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