liquid-glass-design

liquid-glass-design is a skill for Claude Code, Codex from Cyvid7-Darus10/claude-code-config. It costs 37 tokens per session (2,015 once invoked), scanned A, a copy of liquid-glass-design, MIT.

A design guide for Apple's Liquid Glass interface style, where translucent surfaces blur and reflect the content behind them and can respond to touch or a pointer. It covers SwiftUI, UIKit, and WidgetKit for iOS 26 and later.

In plain words
What is it for?
Use it when building or updating iOS apps, widgets, buttons, cards, toolbars, or containers with Liquid Glass effects. It also covers moving older blur or material effects to the new API.
Why use it?
It gives developers concrete patterns for using Apple's newer glass-style APIs instead of figuring out the material, tint, shape, and interaction settings from scratch.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it when building or updating iOS apps, widgets, buttons, cards, toolbars, or containers with Liquid Glass effects. It also covers moving older blur or material effects to the new API.

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Install with agentmods
npx agentmods add skills/cyvid7-darus10/claude-code-config/liquid-glass-design
Install

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.

Any agent
npx skills add Cyvid7-Darus10/claude-code-config --skill liquid-glass-design
Clone the repo
git clone --depth 1 https://github.com/Cyvid7-Darus10/claude-code-config

Made for: Claude Code, Codex.

Wrote 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.

agentmods badge for liquid-glass-design

README.md
[![agentmods](https://agentmods.dev/badge/skills/cyvid7-darus10/claude-code-config/liquid-glass-design/github.svg)](https://agentmods.dev/skills/cyvid7-darus10/claude-code-config/liquid-glass-design)
Your own site
<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.

agentmods 80×15 button for liquid-glass-design

Your own site · 80×15
<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>
Per session 37 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,015 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 89% copy Near-identical to another mod in the catalogue.
Token cost

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.

ModelPer sessionOnce 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

Measured 10d ago against content hash 024aa207eb3d, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

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.

Origin

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.

skills/liquid-glass-design/SKILL.md · 280 lines

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.

Read the full file on GitHub · 280 lines

Changes

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.

  1. 10d ago First seen · 280 lines · 37 tokens per session scan A 024aa207eb3d

Subscribe to this mod's changes

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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