effectsadvanced

Liquid Glass

Apple's 2025 visionOS/iOS design language — an evolution of glassmorphism with dynamic refraction, chromatic aberration hints, and fluid-like borders that respond to content behind them.

Plain English

Liquid Glass is the next generation of frosted glass UI, introduced by Apple for visionOS and carried into iOS 26. Where glassmorphism uses a simple backdrop blur to hint at transparency, Liquid Glass layers in physical optical effects: refraction (the background warps slightly at the edges of the panel, as if bending through a lens), chromatic aberration (a barely-perceptible split of the border into spectral colors, like a prism edge), and specular highlights (a bright glint that moves as the light source — in spatial computing, your head — shifts position). The result looks genuinely like a piece of curved glass floating in space rather than a flat panel with a blur filter. The technique requires heavier blur values than classic glassmorphism (24–40px vs 8–16px), a more luminous border, and often an SVG filter or WebGL shader to achieve the refraction distortion. On the web it is approximated with layered SVG feTurbulence + feDisplacementMap filters for the refraction edge and a gradient border for the specular highlight.

Technical

CSS approximation — outer glow: box-shadow: 0 0 0 1px rgba(255,255,255,0.5), 0 8px 32px rgba(0,0,0,0.25); backdrop-filter: blur(32px) saturate(180%); background: rgba(255,255,255,0.12). Specular border: border: 1px solid transparent; background-clip: padding-box + a ::before pseudo-element with background: linear-gradient(135deg, rgba(255,255,255,0.8), rgba(255,255,255,0.1)) as the border-image source. Refraction edge: SVG filter with feTurbulence (baseFrequency: 0.015, numOctaves: 2) fed into feDisplacementMap (scale: 8) applied to the blurred backdrop. Full implementation requires either WebGL (Three.js MeshPhysicalMaterial with transmission + roughness) or a Canvas-based displacement approach. Performance: blur values above 24px are expensive — limit to 1–2 panels on screen simultaneously. GPU compositing required; avoid inside scroll containers.

Live Demo

Liquid Glass vs Glassmorphism

Liquid Glass (Apple's 2025 design language) pushes glassmorphism further: stronger blur, inner glow, and dynamic border light.

Regular Glass

Premium Feature

Unlock the full design system with advanced tokens.

Learn more

Liquid Glass

Premium Feature

Unlock the full design system with advanced tokens.

Learn more

Regular Glass

blur(10px)

rgba(255,255,255,0.15)

Liquid Glass

blur(32px) + saturate

inner glow + shadow

The key difference: inner box-shadow adds a top-edge light reflection, mimicking real glass.

Usage

✓ Good usage

A visionOS-style control panel floating over a vibrant scene — deep blur at 32px, a bright specular glint in the top-left corner, and subtle edge refraction that makes the panel read as a physical object with volume.

✗ Bad usage

Applying Liquid Glass to a data table on a plain white background — without vivid, colorful content behind the panel, the heavy blur and specular effects have nothing to interact with and the panel looks dirty rather than glassy.

Common mistakes

AI Prompt Example

Copy this into Claude, Cursor, Bolt, or v0.

Create a Liquid Glass card component for the feature highlight section. Set backdrop-filter: blur(32px) saturate(180%) and background: rgba(255,255,255,0.10). Add a luminous border using a ::before pseudo-element with a linear-gradient from rgba(255,255,255,0.65) at 135deg to transparent, used as a border-image. Add a specular inner highlight — a ::after pseudo-element at the top-left corner, radial-gradient from rgba(255,255,255,0.4) to transparent, 60% × 40% size. Place the card over the aurora background from the hero section so the blur has colorful content to work with. Limit to a maximum of two Liquid Glass panels visible simultaneously.