# Specification: Frosted Glass Background Effect (REPAIR - TRUE GPU) ## Overview Implement a high-fidelity "frosted glass" (acrylic) background effect using a dedicated OpenGL pipeline. This implementation follows professional rendering patterns (downsampling, multi-pass blurring, and screen-space sampling) to ensure a smooth, milky look that remains performant on high-DPI displays. ## Functional Requirements - **Dedicated Background Pipeline:** - Render the animated "Deep Sea" background shader to an off-screen `SceneFBO` once per frame. - **Multi-Scale Downsampled Blur:** - Downsample the `SceneFBO` texture to 1/4 or 1/8 resolution. - Perform 2-pass Gaussian blurring on the downsampled texture to achieve a creamy "milky" aesthetic. - **ImGui Panel Integration:** - Each ImGui panel must sample its background from the blurred texture using screen-space UV coordinates. - Automatically force window transparency (`alpha 0.0`) when the effect is active. - **Real-Time Shader Tuning:** - Control blur radius, tint intensity, and opacity via the Live Shader Editor. - **Stability:** - Balanced style-stack management to prevent ImGui assertion crashes. - Strict 1-space indentation and class scope protection. ## Technical Implementation - **FBO Management:** Persistent FBOs for scene, temp, and blur textures. - **UV Math:** `(window_pos / screen_res)` mapping to handle high-DPI scaling and vertical flipping. - **DrawList Callbacks:** (If necessary) use callbacks to ensure the background is ready before panels draw. ## Acceptance Criteria - [ ] Toggling the effect does not crash the app. - [ ] Windows show a deep, high-quality blur of the background shader. - [ ] Blur follows windows perfectly during drag/resize. - [ ] The "Milky" look is highly visible even at low radii.