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/glassmorphism

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

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web-animation-skills
459 skills
Install
$ npx -y skills add iart-ai/web-animation-skills --skill glassmorphism --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/glassmorphism

Context preview

The summary Claude sees to decide when to auto-load this skill.

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

SKILL.md

glassmorphism.SKILL.md
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.

.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."

.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.

<svg width="0" height="0" style="position:absolute"><filter id="liquid-glass">
  <feTurbulence type="fractalNoise" baseFrequency="0.008 0.012" numOctaves="2" seed="3" result="n">
    <animate attributeName="baseFrequency" dur="18s"
             values="0.008 0.012;0.012 0.008;0.008 0.012" repeatCount="indefinite"/>
  </feTurbulence>
  <feDisplacementMap in="SourceGraphic" in2="n" scale="22" xChannelSelector="R" yChannelSelector="G"/>
</filter></svg>

`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.

@media (prefers-reduced-transparency: reduce) {
  .glass {
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