YUNAV EFB native Liquid Glass optics

Licensed reference:
https://github.com/el-gladiador/liquid-glass-react
https://raw.githubusercontent.com/el-gladiador/liquid-glass-react/main/src/core/shaders.ts
https://raw.githubusercontent.com/el-gladiador/liquid-glass-react/main/LICENSE
MIT, Copyright (c) 2026 Zaki.

That shader explicitly credits its three-layer refraction model to:
https://github.com/dashersw/liquid-glass-js
https://raw.githubusercontent.com/dashersw/liquid-glass-js/main/LICENSE
MIT, Copyright (c) 2025 Armagan Amcalar.

References reviewed 2026-11-08. The native HLSL adaptation is shipped in full
alongside its offline-compiled ps_3_0 bytecode and both MIT notices. No upstream
React, DOM capture, WebGL runtime or downloaded executable code is executed.
No code from the unlicensed b3s3da repository is used.

Adaptation: three depth-dependent edge/rim/base refractive terms, rounded-box
normal, 13-sample Gaussian kernel, RGB split, directional rim highlight and
premultiplied shape alpha. The native version uses one application-owned static
scene texture, an analytical normal, no animated ripple, and no ambient-capture
loop. Foreground content is a separate sibling, outside the ShaderEffect.

Small-lens adaptation (2026-11-08): bounded DIP displacement (maximum 7),
independent curved-edge width, pointer-event light direction, opposing inner
shade, low tint, and circle/capsule support through the rounded-box SDF. These
parameters are YUNAV's native adaptation, not an assertion that Apple's private
Liquid Glass renderer is reproduced. The same frozen scene may be shared by
several visible lenses; there is no per-lens capture or permanent animation loop.

WPF sampling reference (Microsoft .NET Foundation, reviewed 2026-11-08):
https://github.com/dotnet/wpf/blob/main/src/Microsoft.DotNet.Wpf/src/WpfGfx/core/resources/ShaderEffect.cpp
ImageBrush samplers are realized to effect-sized intermediate textures. Small
production lenses therefore use a cached crop of the owned scene plus a small
overscan, with exact pixel-to-DIP coordinates, rather than squeezing an entire
scene into a small sampler. This reduces, but does not claim to bypass, WPF's
intermediate resampling. No Microsoft source code was copied for that handling.

Compile-LiquidOptics.ps1 calls the Windows d3dcompiler_47 compiler offline;
runtime does not compile HLSL. Copy this complete shaders directory on publish.

WPF RenderTargetBitmap can use a software path that does not execute ps_3_0.
CPU-reference PNGs are explicitly labeled optical-oracle output; they are not
claimed to be actual GPU screenshots. Actual material rendering is verified
separately in the application's own window.
