LiquidGlassSkill: Claude skill to implement Apple Liquid Glass UI styles

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GitHub - stormaref/LiquidGlassSkill: Claude skill to implement Apple Liquid Glass UI style · GitHub

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LiquidGlassSkill

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Liquid Glass — a Claude Code skill

Apple-style frosted, refracting surfaces: a CSS layer that paints the tint and rim, and an SVG displacement filter that bends the backdrop through the panel's edge the way real glass does.

Most "glassmorphism" recipes are backdrop-filter: blur() plus a white overlay, which reads as a blurred rectangle. This skill carries the other half — the refraction — plus the handful of rules that decide whether glass looks like glass or like a gray box. Every rule here came from a UI that looked wrong before it looked right.

Both shots are assets/demo.html rendered as-is — the CSS layer alone, no refraction, which is also the fallback every non-Chromium browser gets. The colour in the panels is the ambient backdrop showing through; the tint itself is colorless.

Install

This repo is a Claude Code plugin marketplace. In Claude Code:

/plugin marketplace add stormaref/LiquidGlassSkill<br>/plugin install liquid-glass@stormaref-skills

Then ask for glass in your own words. The skill is model-invoked: "make this card frosted glass", "add glassmorphism to the sidebar", "the glass panel looks flat" all reach it. To run it by hand it is namespaced under the plugin — /liquid-glass:liquid-glass.

Prefer a plain skill directory with no plugin machinery? Copy the skill folder out:

git clone --depth 1 https://github.com/stormaref/LiquidGlassSkill.git /tmp/lgs<br>cp -r /tmp/lgs/plugins/liquid-glass/skills/liquid-glass ~/.claude/skills/

What's in it

The skill lives at plugins/liquid-glass/skills/liquid-glass/; paths below are relative to it.

File

SKILL.md<br>The skill: the two-layer model, four rules, the tier table, and a checklist

assets/liquid-glass.css<br>Drop-in CSS — its own tokens, light and dark, no dependencies

assets/liquid-glass.directive.ts<br>The refraction layer, as an Angular directive

assets/demo.html<br>Self-contained page for the CSS layer. Open it in a browser

references/refraction.md<br>The mechanism and the formulas — enough to port the directive to any framework

references/recipes.md<br>Variants (card, FAB, modal, dropdown, circular control) and the pitfalls behind each rule

Using it without Claude

assets/liquid-glass.css is a plain stylesheet: link it, put liquid-glass-backdrop on the page shell, liquid-glass on panels. Angular projects can import the directive as-is. Everything else: references/refraction.md is a complete porting spec — or point a Claude session at it and ask.

Two things to know before you start:

The backdrop is required. Glass shows what is behind it; over a flat fill there is nothing to show. Build the ambient mesh first and check the page looks uneven with no glass on it.

Refraction is Chromium-only , and cannot be feature-detected (Safari parses backdrop-filter: url(#…) and paints nothing). Everywhere else the stylesheet's blur fallback carries the look. The directive gates on engine and stays inert.

Attribution

The refraction field is a port of the fragment shader in liquid-glass-js by Armagan Amcalar (MIT). This port targets an SVG displacement filter fed by the live backdrop rather than the library's html2canvas page snapshot, so it tracks scrolling, theme changes and content updates for free. The upstream notice sits at the top of assets/liquid-glass.directive.ts — keep it there on any copy or port.

Extracted from a production Angular app where this is the primary surface treatment: cards, topbars, dialogs, menus and the task board all sit on it.

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