liquid-glass

liquid-glass is a skill for Claude Code from stormaref/LiquidGlassSkill. It costs 69 tokens per session (1,465 once invoked), scanned A, original, MIT.

A design skill for Apple-style liquid glass surfaces: translucent panels that tint, blur, and visually bend the background behind them. It provides the CSS and refraction approach needed to build these effects.

In plain words
What is it for?
Use it when building or fixing frosted cards, menus, top bars, and other glass-style interface elements, including Angular implementations or ports to other frameworks.
Why use it?
It explains why a basic translucent panel can look flat or unreadable and how to create the edge and background-bending effects that make the surface look like glass.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the liquid-glass plugin — 1 skill shipped together

Good fit Use it when building or fixing frosted cards, menus, top bars, and other glass-style interface elements, including Angular implementations or ports to other frameworks.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/stormaref/liquidglassskill/liquid-glass
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 stormaref/LiquidGlassSkill --skill liquid-glass
Clone the repo
git clone --depth 1 https://github.com/stormaref/LiquidGlassSkill

Made for: Claude Code.

Or install liquid-glass, the plugin that ships this one along with the rest of its 1 skill.

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

README.md
[![agentmods](https://agentmods.dev/badge/skills/stormaref/liquidglassskill/liquid-glass/github.svg)](https://agentmods.dev/skills/stormaref/liquidglassskill/liquid-glass)
Your own site
<a href="https://agentmods.dev/skills/stormaref/liquidglassskill/liquid-glass"><img src="https://agentmods.dev/badge/skills/stormaref/liquidglassskill/liquid-glass/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

Your own site · 80×15
<a href="https://agentmods.dev/skills/stormaref/liquidglassskill/liquid-glass"><img src="https://agentmods.dev/badge/skills/stormaref/liquidglassskill/liquid-glass.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 69 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,465 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 original No closer match found 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 $0.00069 $0.01465
Opus 5 $0.00034 $0.00732
Sonnet 5 $0.00014 $0.00293
Haiku 4.5 $0.00007 $0.00146

Measured 9d ago against content hash 58bdf6b6d8b2, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

liquid-glass 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 9d ago.

The scan reads SKILL.md. This mod also ships 1 executable file (assets/liquid-glass.directive.ts), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

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.

plugins/liquid-glass/skills/liquid-glass/SKILL.md · 92 lines

How it starts

The opening of the file, as written. The whole thing — 92 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Liquid Glass

Glass is two layers, and the CSS one is not the interesting one.

  1. CSS paints the tint and the rim — a near-transparent white→gray gradient plus three inset highlights that read as a polished edge. This is what most "glassmorphism" snippets stop at.
  2. Refraction bends the backdrop through the panel's edge, the way real glass does: a displacement map baked per element and consumed as backdrop-filter: url(#filter). This is what makes it liquid rather than a blurred rectangle.

They ship as a pair — a class and a directive on the same element:

<div class="liquid-glass" appLiquidGlass>…</div>

assets/liquid-glass.css is the CSS layer, self-contained (its own tokens, light and dark). assets/liquid-glass.directive.ts is the refraction layer for Angular. Any other framework: port it, see references/refraction.md — the port is transcription, not design.

The four rules

Each of these has one failure mode, and in every case the browser shows you something plausible instead of an error.

1. Glass needs a backdrop. Build it first.

Glass shows what is behind it. Behind a flat background there is nothing to show, so the panel renders as a faintly outlined gray box and the effect reads as broken — which sends people reaching for more blur and more opacity, the exact move that kills it.

So the ambient mesh is part of the recipe, not decoration: off-screen radial glows in a few hues (violet / pink / cyan), fixed to the viewport behind the content. Colour that the glass can pick up.

<body class="liquid-glass-backdrop">

Verify this before styling a single panel: the page must look subtly uneven with no glass on it at all.

2. The glass is colorless — the colour arrives from behind.

The tint is white→70%-gray at 6% alpha in both themes. That is deliberate: hue in the tint fights the hue coming through the panel and the surface turns muddy. If a surface must be branded (a primary CTA, a FAB), override the tint locally and leave the rim, the border and the refraction alone:

Read the full file on GitHub · 92 lines

Files

What ships with it

5 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 9d ago First seen · 92 lines · 69 tokens per session scan A 58bdf6b6d8b2

Subscribe to this mod's changes

liquid-glass is a skill published in the GitHub repository stormaref/LiquidGlassSkill (9 stars, last pushed 25d ago), licensed MIT. It adds 69 tokens to every session and 1,465 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.

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