--- name: glassmorphism description: This skill should be used when the user asks to "add a glassmorphism effect", "frosted glass UI", "Apple liquid glass style", "frosted blur card", "translucent glass panel animation", "make a frosted nav bar", "build a glass modal/dialog", "animate a glass card on hover", or "add a refracting liquid-glass hero". Covers frosted translucent panels with backdrop-filter blur, edge/specular highlights, SVG liquid-glass refraction, motion on hover/scroll/enter, and accessible reduced-transparency fallbacks. version: 0.1.0 --- # Glassmorphism (Frosted & Liquid Glass) Translucent, frosted UI: panels you can see through, blurred so the backdrop reads as soft color, rimmed by a bright edge of light, floating on layered shadow. The 2026 "liquid glass" evolution adds refraction — the background visibly bends through the panel — plus moving specular highlights. The goal is depth and material, not just opacity. ## When to use - Frosted cards, nav bars, sidebars, modals/dialogs, and toolbars over busy/photo backgrounds - Login/hero panels and overlays that should feel layered above the page - Apple-style "liquid glass" heroes: refracting, slowly churning surfaces with a specular sweep - Hover/scroll/enter motion on glass — frost deepening, highlight brightening, the panel lifting - Any place where content needs to read as floating glass while staying legible ## The four ingredients of believable glass Glass is never one property. Every panel needs all four, or it reads as a plain translucent box: 1. **Frost** — `backdrop-filter: blur()` plus `saturate()` to keep backdrop color vivid through the blur. 2. **Translucency** — a `background` with alpha (~0.08–0.18), never fully opaque, never fully clear. 3. **Edge of glass** — a hairline border *brighter* than the fill, ideally a lit top-left → dim bottom-right highlight, so the rim catches light. 4. **Depth** — layered `box-shadow`: an ambient drop shadow to float it, plus an `inset` top highlight and bottom shade to round the surface. ```css .glass { background: rgba(255, 255, 255, 0.12); backdrop-filter: blur(16px) saturate(160%); -webkit-backdrop-filter: blur(16px) saturate(160%); /* Safari needs the prefix */ border-radius: 20px; border: 1px solid rgba(255, 255, 255, 0.25); box-shadow: 0 8px 32px rgba(0, 0, 0, 0.25), /* float */ inset 0 1px 0 rgba(255, 255, 255, 0.35), /* top highlight */ inset 0 -1px 0 rgba(0, 0, 0, 0.12); /* bottom shade */ } ``` Frost tiers: light UI chrome `blur(8–12px)` / alpha `0.08–0.14`; heavy modal/login `blur(24–40px)` / alpha `0.10–0.18`. Dark glass: fill `rgba(0,0,0,0.3)`, softer top highlight. **`backdrop-filter` only blurs content that sits behind the element.** Over a flat background color it does nothing visible — glass needs a busy backdrop (image, gradient, video) to frost. ## Specular edge highlight and anti-banding grain A flat border is dead. Draw a masked 1px ring with a lit corner via `::before`, and dither away gradient **banding** (stepped contour lines under heavy blur) with a faint `feTurbulence` noise overlay via `::after` at `opacity ≤ 0.06`. Full masked-border and inline-noise recipes are in `references/glass-recipes.md`. ## Motion: animate the glass, not the geometry Animate the *qualities* of the glass — frost deepening, highlight brightening, the panel lifting — so it reads as the surface "leaning into the light." ```css .glass { transition: backdrop-filter .4s ease, background .4s ease, box-shadow .4s ease, transform .4s cubic-bezier(.16,1,.3,1); } .glass:hover { backdrop-filter: blur(24px) saturate(180%); background: rgba(255,255,255,.18); transform: translateY(-4px); box-shadow: 0 16px 48px rgba(0,0,0,.3), inset 0 1px 0 rgba(255,255,255,.5); } ``` - **Entrance** (frost resolving from clear): pair a `[data-enter]` transition with `@starting-style { backdrop-filter: blur(0); opacity: 0; transform: translateY(16px) }`. - **Specular sweep**: a skewed white gradient animated across the surface on hover or as a slow ambient loop. - **Caveat**: animating the blur *radius* is the most expensive thing here — the backdrop is re-blurred every frame. If hover janks, animate `transform`/`box-shadow`/`background` (cheap) and keep the blur delta small or snap it. ## Liquid glass — SVG refraction (the 2026 look) Bend the background through the panel like a thick lens: drive `feDisplacementMap` from animated `feTurbulence`, applied via `filter` (it distorts the element's own pixels) layered over a `backdrop-filter` frost. ```html ``` `scale` = refraction strength (8–14 subtle, 20–30 pronounced, >40 molten). Lower `baseFrequency` = larger, slower waves (more liquid). Keep the `animate` `dur` long (12–20s) so it breathes. These filters are heavy — use on **one** hero element, not a grid. ## Performance — backdrop-filter is expensive - Each glass element re-samples and blurs everything behind it. **Limit the count**; a dozen on screen tanks scroll FPS. - Promote heavy glass to its own layer (`transform: translateZ(0)` or `will-change: transform`), and remove `will-change` after the animation. - Don't stack `backdrop-filter` elements over each other — nested blur re-blurs the blur (quadratic cost). - Big radii (>40px) over large areas are the worst case; cap radius and panel size. ## Accessibility — non-negotiable Glass is decoration; content must stay legible and the effect must be defeatable. ```css @media (prefers-reduced-transparency: reduce) { .glass { background: #1a1a2e; backdrop-filter: none; -webkit-backdrop-filter: none; } .glass::after { display: none; } /* drop grain */ } @media (prefers-reduced-motion: reduce) { .glass { transition: none; } .liquid { filter: none; } /* stop the refraction churn */ } @supports not (backdrop-filter: blur(1px)) { .glass { background: rgba(30,30,50,.85); } /* opaque-enough fallback */ } ``` **Contrast over busy backgrounds**: translucent panels over photos can drop text below WCAG. Add a semi-opaque scrim or darkening gradient *under* the text, optionally `text-shadow: 0 1px 2px rgba(0,0,0,.4)`, and verify ≥ 4.5:1 body / ≥ 3:1 large against the *brightest* region of the backdrop. ## Deliver & verify (standalone HTML) > **Packaged helper** (`scripts/`): `scripts/seek-shot.sh anim.html 0 1.5 3` freezes the `?t=N` harness and screenshots each moment; `scripts/contact-sheet.sh sheet.png frame-*.png` tiles them for one-glance review. See `scripts/README.md`. For a self-contained glass demo (card, nav, modal, liquid-glass hero) the deliverable is **one HTML file that opens directly in a browser** — markup, CSS, and (if liquid) one inline SVG filter, no build step. A single file is the right tier for a glass surface; don't reach for a bundler. The panel **must overlap a real backdrop** (drop in a photo or gradient) or there is nothing to frost and the demo lies. **Output contract:** - One `.html` file: a busy backdrop, your glass markup, the CSS (frost + edge highlight + grain + shadows), and any inline SVG `feDisplacementMap` filter. - A way to land on the **resolved state** *and* a **frozen frame** of any loop — glass verifies by both state (rest/hover/enter) and time (the sweep/refraction). - Include the freeze harness below so any moment can be pinned for inspection. **Seek harness — pin a deterministic state + frame.** `?state=hover` forces the hover look; `?t=N` freezes CSS animations and the SVG refraction at `N` seconds, so a screenshot lands on a still, deterministic frame: ```html ``` **Verify loop — render → set state/freeze → screenshot → check:** open each meaningful state (`?state=rest`, `?state=hover`) and a frozen loop frame (`?t=2`), screenshot, and confirm the glass **reads as glass** — blur and edge highlight visibly present, no color banding, text contrast holds over the backdrop — plus check **artifacts** (flat box because the backdrop is plain color, missing `-webkit-` prefix in Safari, refraction too strong/molten, jank from animating blur). Then load `prefers-reduced-transparency` and confirm the **solid fallback renders** legibly. Any headless tool works: ```bash npx playwright screenshot --wait-for-timeout=500 "file://$PWD/glass.html?state=hover" hover.png npx playwright screenshot --wait-for-timeout=500 "file://$PWD/glass.html?t=2" loop.png ``` To check the fallback headlessly, emulate the media feature (e.g. Playwright `--color-scheme`-style flags, or a `?reduced=1` query that toggles a class mirroring the media query) and screenshot that the panel is solid and readable. **Before you finish:** 1. Opens standalone — no console errors; the glass overlaps a real busy backdrop, not a flat color. 2. Reads as glass — blur + bright edge highlight both visible, layered shadow floats it, no banding (grain present). 3. Text contrast holds over the brightest part of the backdrop (≥ 4.5:1 body). 4. `?state=` / `?t=N` freeze lands a deterministic, settled frame. 5. `prefers-reduced-transparency` → solid opaque panel; `prefers-reduced-motion` → refraction/sweep stopped; `@supports` fallback for no `backdrop-filter`. 6. Performance sane — glass count limited, blur not animated on a janky path, liquid refraction on one element only. ## Quick reference | Need | Approach | |------|----------| | Base frost | `backdrop-filter: blur(16px) saturate(160%)` + alpha bg | | Edge of glass | brighter `border` + masked `::before` lit-corner ring | | Float / depth | `box-shadow` drop + `inset` top highlight & bottom shade | | Kill banding | `feTurbulence` noise `::after`, `opacity ≤ .06` | | Hover motion | transition `transform`/`box-shadow`/`background`, small blur delta | | Entrance | `@starting-style { backdrop-filter: blur(0); opacity:0 }` | | Liquid refraction | `feDisplacementMap` ← animated `feTurbulence`, via `filter` | | Specular sweep | skewed white gradient animated across surface | | Safari | always pair `-webkit-backdrop-filter` | | Reduced transparency | solid opaque panel, drop grain | | No backdrop-filter | `@supports not (...)` opaque-enough fallback | ## Reference files - `references/glass-recipes.md` — full copy-paste recipes: base glass card with tiers, the masked specular edge ring, anti-banding grain, hover/enter/scroll motion, the specular sweep, the SVG `feDisplacementMap`/`feTurbulence` liquid-glass filter with tuning knobs, performance rules, the reduced-transparency/reduced-motion/`@supports` fallbacks, contrast defenses, and the standalone freeze harness.