Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add Cyvid7-Darus10/claude-code-config --skill liquid-glass-designgit clone --depth 1 https://github.com/Cyvid7-Darus10/claude-code-configWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/cyvid7-darus10/claude-code-config/liquid-glass-design)<a href="https://agentmods.dev/skills/cyvid7-darus10/claude-code-config/liquid-glass-design"><img src="https://agentmods.dev/badge/skills/cyvid7-darus10/claude-code-config/liquid-glass-design/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/cyvid7-darus10/claude-code-config/liquid-glass-design"><img src="https://agentmods.dev/badge/skills/cyvid7-darus10/claude-code-config/liquid-glass-design.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00037 | $0.02015 |
| Opus 5 | $0.00018 | $0.01007 |
| Sonnet 5 | $0.00007 | $0.00403 |
| Haiku 4.5 | $0.00004 | $0.00201 |
Grade A, and why
liquid-glass-design scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 10d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
This is a copy
89% identical to liquid-glass-design — 9 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 280 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Liquid Glass Design System (iOS 26)
Patterns for implementing Apple's Liquid Glass — a dynamic material that blurs content behind it, reflects color and light from surrounding content, and reacts to touch and pointer interactions. Covers SwiftUI, UIKit, and WidgetKit integration.
When to Activate
- Building or updating apps for iOS 26+ with the new design language
- Implementing glass-style buttons, cards, toolbars, or containers
- Creating morphing transitions between glass elements
- Applying Liquid Glass effects to widgets
- Migrating existing blur/material effects to the new Liquid Glass API
Core Pattern — SwiftUI
Basic Glass Effect
The simplest way to add Liquid Glass to any view:
Text("Hello, World!")
.font(.title)
.padding()
.glassEffect() // Default: regular variant, capsule shape
Customizing Shape and Tint
Text("Hello, World!")
.font(.title)
.padding()
.glassEffect(.regular.tint(.orange).interactive(), in: .rect(cornerRadius: 16.0))
Key customization options:
.regular— standard glass effect.tint(Color)— add color tint for prominence.interactive()— react to touch and pointer interactions- Shape:
.capsule(default),.rect(cornerRadius:),.circle
Glass Button Styles
Button("Click Me") { /* action */ }
.buttonStyle(.glass)
Button("Important") { /* action */ }
.buttonStyle(.glassProminent)
GlassEffectContainer for Multiple Elements
Always wrap multiple glass views in a container for performance and morphing:
GlassEffectContainer(spacing: 40.0) {
HStack(spacing: 40.0) {
Image(systemName: "scribble.variable")
.frame(width: 80.0, height: 80.0)
.font(.system(size: 36))
.glassEffect()
Image(systemName: "eraser.fill")
.frame(width: 80.0, height: 80.0)
.font(.system(size: 36))
.glassEffect()
}
}
The spacing parameter controls merge distance — closer elements blend their glass shapes together.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 10d ago First seen · 280 lines · 37 tokens per session scan A 024aa207eb3d
liquid-glass-design is a skill published in the GitHub repository Cyvid7-Darus10/claude-code-config (2 stars, last pushed 2mo ago), licensed MIT. It adds 37 tokens to every session and 2,015 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. It is 89% identical to liquid-glass-design, differing in 9 lines, and is treated as a copy.
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