Anonymous
I’ve not played with it in some time now (although I’ll have a look over the next couple of days). From what I recall, however, the main thing to change would be the alpha values, defined in the array on line 89 of AQGlassButton.m. Essentially, the brighter the background, the lower the alpha values should be. Additionally, you can make the colour itself closer to white to make the shine stand out some more.
Ultimately I think what it will need is a little HDR-style mathematics: each colour in the shine gradient should be a calculated using a multiplicative function of the underlying colour’s brightness, with zero saturation (i.e. greyscale only) and with the range of alpha values spread further apart for higher brightness values (another multiplicative function there then).
I used to work with someone who was a genius at this sort of thing— he would spend his spare time writing purely-mathematical 3D environment generators in 68k/PowerPC assembler, and wrote fantastic realtime anti-aliasing and pattern-rendering algorithms for the Palm III & V series PDAs which rendered faster than the built-in line primitives. Sadly I never had any formal training, so my version involves somewhat more fumbling around in the dark. I’m getting there though…