reflection
Skill7 starsChanged 10 months agoMITView on GitHub
Reflection effects including floor reflections, water ripples, glass surfaces, and mirror effects. Use when implementing polished surface effects, water animations, glass UI elements, or product showcase reflections. Provides tokens for opacity, blur, distortion, and surface characteristics.
8 other projects use a version of this.
Adopted by
Most recently taken up by
- JasonCodeMaker/Agentic-Research-Control-Paneltheir own version, first seen Nov 8, 2026
- ArangoGutierrez/claude-toolkittheir own version, first seen Oct 15, 2026
- DavoDC/claude-playbooktheir own version, first seen Oct 10, 2026
- davidkiss/smart-ai-skillstheir own version, first seen May 8, 2026
- mfang0126/openclaw-skillstheir own version, first seen Apr 4, 2026
- hajekim/agentic-design-patterns-extensiontheir own version, first seen Apr 1, 2026
Other versions8 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 8
- idanbeck/claude-skills★ 14same name
- JasonCodeMaker/Agentic-Research-Control-Panel★ 7same name
- ArangoGutierrez/claude-toolkit★ 4same name
- davidkiss/smart-ai-skills★ 4same name
- hajekim/agentic-design-patterns-skills★ 4same name
- mfang0126/openclaw-skills★ 4same name
- DavoDC/claude-playbook★ 1same name
- hajekim/agentic-design-patterns-extension★ 1same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository87 other files it gives its agents.
- CLAUDE.mdCLAUDE.md
- motion-designSkill
- 3d-transformsSkill
- accessibilitySkill
- android-nativeSkill
- animation-recipesSkill
- anticipationSkill
- arc-motionSkill
- attention-choreographySkill
- attentionSkill
- audio-reactiveSkill
- blurSkill
- brand-animationSkill
- cameraSkill
- characterSkill
- choice-resolutionSkill
- cinematicSkill
- code-generationSkill
- colorSkill
- component-animationsSkill
- compositingSkill
- consequenceSkill
- container-transformSkill
- css-advancedSkill
- data-visualizationSkill
- depthSkill
- distortionSkill
- dramaturgySkill
- durationSkill
- easingSkill
- emotional-journeySkill
- emotion-mappingSkill
- emotion-selectionSkill
- empty-statesSkill
- entrance-patternsSkill
- exaggerationSkill
- exit-patternsSkill
- exportSkill
- figma-integrationSkill
- follow-throughSkill
- frame-timingSkill
- gesture-motionSkill
- glow-shadowSkill
- intentSkill
- ios-nativeSkill
- loading-statesSkill
- loopingSkill
- lottieSkill
- masksSkill
- microstateSkill
- morphingSkill
- motion-auditSkill
- motion-blurSkill
- motion-principlesSkill
- motion-specsSkill
- narrative-arcSkill
- notificationsSkill
- onboardingSkill
- opacitySkill
- orchestratorSkill
- The first 60 shown.
The file
We split this skill into the rules it gives an agent
1 rule. 0 are common, 1 is distinctive, and 0 are very specific to this project.
0
Common
Most of the 8 edited versions we read keep these.
1
Distinctive
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 518
No additional references needed for this skill
“Common” is measured: kept by at least 6 in 10 of the 8 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Reflection
Animated reflection effects for various surface types.
Standards Reference
| Standard | Documentation |
| W3C DTCG | designtokens.org |
| CSS Transform | developer.mozilla.org/CSS/transform |
| CSS Filter | developer.mozilla.org/CSS/filter |
| SVG Filters | developer.mozilla.org/SVG/Tutorial/Filter_effects |
Quick Reference
Load from: tokens/reflection.tokens.json
Floor Reflection
| Token | Value | Use |
floor.opacity.subtle | 0.15 | Hint of reflection |
floor.opacity.medium | 0.4 | Marble/tile surface |
floor.blur.slight | 2px | Polished surface |
floor.fade-height.medium | 50% | Standard falloff |
Water Reflection
| Token | Value | Use |
water.opacity.calm | 0.5 | Still water |
water.distortion.subtle | 2px | Gentle ripples |
water.ripple-speed.slow | 3s | Calm motion |
Glass Reflection
| Token | Value | Use |
glass.intensity.light | 0.2 | Subtle glass |
glass.intensity.strong | 0.5 | Window at angle |
glass.fresnel-min | 0.05 | Direct view |
glass.fresnel-max | 0.8 | Glancing angle |
Selection Guide
What surface type?
│
├── FLOOR/GROUND → Vertical flip below object
│ ├── Polished wood → opacity.light + blur.slight
│ ├── Marble/tile → opacity.medium + blur.none
│ ├── Wet surface → opacity.strong + blur.none
│ └── Matte floor → opacity.subtle + blur.medium
│
├── WATER → Rippled reflection
│ ├── Still water → opacity.calm + distortion.none
│ ├── Gentle ripples → opacity.calm + distortion.subtle
│ ├── Wavy → opacity.rippled + distortion.moderate
│ └── Turbulent → opacity.turbulent + distortion.strong
│
├── GLASS → Fresnel-based reflection
│ ├── Clean window → intensity.light
│ ├── Angled view → intensity.strong
│ └── Frosted → intensity.subtle + blur
│
└── MIRROR → Perfect reflection
├── Modern → fidelity 1 + no tint
├── Antique → fidelity 1 + antique tint
└── Artistic → edge-fade.softPatterns
Floor Reflection
Classic reflection below an element.
CSS:
.floor-reflection-container {
position: relative;
display: inline-block;
}
.floor-reflection-source {
position: relative;
z-index: 1;
}
.floor-reflection {
position: absolute;
top: 100%;
left: 0;
width: 100%;
transform: scaleY(-1);
transform-origin: top;
/* Opacity and fade */
opacity: 0.4; /* {motion.reflection.floor.opacity.medium} */
mask-image: linear-gradient(
to bottom,
rgba(0,0,0,1) 0%,
rgba(0,0,0,0) 50% /* {motion.reflection.floor.fade-height.medium} */
);
-webkit-mask-image: linear-gradient(
to bottom,
rgba(0,0,0,1) 0%,
rgba(0,0,0,0) 50%
);
/* Optional blur for non-mirror surfaces */
filter: blur(2px); /* {motion.reflection.floor.blur.slight} */
/* Gap from object */
margin-top: 2px; /* {motion.reflection.floor.gap.small} */
}Framer Motion (Animated):
import { motion } from 'framer-motion';
const FloorReflection = ({ children }) => {
return (
<div style={{ position: 'relative', display: 'inline-block' }}>
{/* Source */}
<div style={{ position: 'relative', zIndex: 1 }}>
{children}
</div>
{/* Reflection */}
<motion.div
initial={{ opacity: 0 }}
animate={{ opacity: 0.4 }} // {motion.reflection.floor.opacity.medium}
transition={{ duration: 0.3 }} // {motion.reflection.animation.appear}
style={{
position: 'absolute',
top: '100%',
left: 0,
width: '100%',
transform: 'scaleY(-1)',
transformOrigin: 'top',
maskImage: 'linear-gradient(to bottom, rgba(0,0,0,1) 0%, rgba(0,0,0,0) 50%)',
WebkitMaskImage: 'linear-gradient(to bottom, rgba(0,0,0,1) 0%, rgba(0,0,0,0) 50%)',
filter: 'blur(2px)',
pointerEvents: 'none'
}}
>
{children}
</motion.div>
</div>
);
};Water Reflection
Animated rippling water effect.
CSS + JavaScript:
.water-container {
position: relative;
overflow: hidden;
}
.water-reflection {
position: absolute;
top: 100%;
left: 0;
width: 100%;
transform: scaleY(-1);
opacity: 0.5; /* {motion.reflection.water.opacity.calm} */
filter: url(#water-ripple);
}
/* SVG filter for ripple effect */<svg style="position: absolute; width: 0; height: 0;">
<defs>
<filter id="water-ripple">
<feTurbulence
type="fractalNoise"
baseFrequency="0.01 0.05"
numOctaves="2"
result="noise"
>
<animate
attributeName="baseFrequency"
dur="3s"
values="0.01 0.05;0.015 0.06;0.01 0.05"
repeatCount="indefinite"
/>
</feTurbulence>
<feDisplacementMap
in="SourceGraphic"
in2="noise"
scale="5"
xChannelSelector="R"
yChannelSelector="G"
/>
</filter>
</defs>
</svg>Canvas Water Reflection:
class WaterReflection {
constructor(canvas, sourceImage) {
this.canvas = canvas;
this.ctx = canvas.getContext('2d');
this.source = sourceImage;
this.time = 0;
this.amplitude = 5; // {motion.reflection.water.distortion.moderate}
this.frequency = 1; // {motion.reflection.water.ripple-frequency.medium}
this.speed = 1.5; // derived from {motion.reflection.water.ripple-speed.medium}
}
render() {
const { width, height } = this.canvas;
this.ctx.clearRect(0, 0, width, height);
// Draw flipped and distorted
for (let y = 0; y < height; y++) {
const wave = Math.sin((y * this.frequency * 0.1) + this.time) * this.amplitude;
const srcY = height - y - 1; // Flip
this.ctx.drawImage(
this.source,
0, srcY, width, 1, // Source slice
wave, y, width, 1 // Dest with horizontal offset
);
}
// Apply opacity fade
const gradient = this.ctx.createLinearGradient(0, 0, 0, height);
gradient.addColorStop(0, 'rgba(0,0,0,0.5)'); // {motion.reflection.water.opacity.calm}
gradient.addColorStop(1, 'rgba(0,0,0,0)');
this.ctx.globalCompositeOperation = 'destination-in';
this.ctx.fillStyle = gradient;
this.ctx.fillRect(0, 0, width, height);
this.ctx.globalCompositeOperation = 'source-over';
this.time += 0.05 / this.speed;
requestAnimationFrame(() => this.render());
}
}Glass Reflection (Fresnel)
Angle-dependent reflection intensity.
CSS:
.glass-panel {
position: relative;
background: rgba(255, 255, 255, 0.1);
backdrop-filter: blur(10px);
}
/* Simulated fresnel with gradient overlay */
.glass-panel::before {
content: '';
position: absolute;
inset: 0;
background: linear-gradient(
135deg,
rgba(255, 255, 255, 0.3) 0%, /* Strong at edge - {motion.reflection.glass.fresnel-max} */
rgba(255, 255, 255, 0.05) 50%, /* Weak in middle - {motion.reflection.glass.fresnel-min} */
rgba(255, 255, 255, 0.2) 100%
);
pointer-events: none;
}Framer Motion (Mouse-reactive):
import { motion, useMotionValue, useTransform } from 'framer-motion';
const GlassReflection = () => {
const mouseX = useMotionValue(0.5);
const mouseY = useMotionValue(0.5);
// Fresnel effect based on "view angle" (simulated by mouse position)
const reflectionOpacity = useTransform(
[mouseX, mouseY],
([x, y]) => {
// Calculate distance from center (simulating angle)
const dx = x - 0.5;
const dy = y - 0.5;
const distance = Math.sqrt(dx * dx + dy * dy) * 2;
// Interpolate between fresnel-min and fresnel-max
const min = 0.05; // {motion.reflection.glass.fresnel-min}
const max = 0.8; // {motion.reflection.glass.fresnel-max}
return min + (max - min) * distance;
}
);
const handleMouseMove = (e: React.MouseEvent) => {
const rect = e.currentTarget.getBoundingClientRect();
mouseX.set((e.clientX - rect.left) / rect.width);
mouseY.set((e.clientY - rect.top) / rect.height);
};
return (
<motion.div
className="glass-panel"
onMouseMove={handleMouseMove}
style={{ position: 'relative' }}
>
<motion.div
style={{
position: 'absolute',
inset: 0,
background: 'linear-gradient(135deg, white 0%, transparent 100%)',
opacity: reflectionOpacity,
pointerEvents: 'none'
}}
/>
{/* Content */}
</motion.div>
);
};Mirror Reflection
Perfect reflection for UI elements.
CSS:
.mirror-container {
display: flex;
flex-direction: column;
align-items: center;
}
.mirror-source {
position: relative;
z-index: 1;
}
.mirror-reflection {
transform: scaleY(-1) scaleX(1);
transform-origin: top center;
opacity: 1; /* {motion.reflection.mirror.fidelity} */
/* Antique mirror tint */
filter: sepia(0.05) brightness(0.98);
/* Approximates {motion.reflection.mirror.tint.antique} */
/* Soft edge fade */
mask-image: radial-gradient(
ellipse 80% 50% at center top,
black 60%,
transparent 100%
);
-webkit-mask-image: radial-gradient(
ellipse 80% 50% at center top,
black 60%,
transparent 100%
);
}Three.js Mirror:
import * as THREE from 'three';
import { Reflector } from 'three/examples/jsm/objects/Reflector.js';
function createMirror(width, height) {
const geometry = new THREE.PlaneGeometry(width, height);
const mirror = new Reflector(geometry, {
clipBias: 0.003,
textureWidth: window.innerWidth * window.devicePixelRatio,
textureHeight: window.innerHeight * window.devicePixelRatio,
color: 0x889999 // Slight tint
});
mirror.rotation.x = -Math.PI / 2; // Horizontal mirror
return mirror;
}Animated Reflection Appearance
Smooth fade-in of reflections.
Framer Motion:
const AnimatedReflection = ({ children, show }) => (
<motion.div
initial={{ opacity: 0, scaleY: 0.9 }}
animate={{
opacity: show ? 0.4 : 0,
scaleY: show ? 1 : 0.9
}}
transition={{
opacity: {
duration: show ? 0.3 : 0.2 // appear vs disappear
},
scaleY: {
duration: 0.3,
ease: [0.2, 0, 0, 1]
}
}}
style={{
transform: 'scaleY(-1)',
transformOrigin: 'top'
}}
>
{children}
</motion.div>
);Remotion Implementation
import { useCurrentFrame, interpolate, Easing } from 'remotion';
export const ReflectionReveal: React.FC<{ children: React.ReactNode }> = ({ children }) => {
const frame = useCurrentFrame();
// Reflection fades in
const reflectionOpacity = interpolate(
frame,
[0, 15],
[0, 0.4], // {motion.reflection.floor.opacity.medium}
{ extrapolateRight: 'clamp' }
);
// Water ripple animation
const ripplePhase = (frame / 30) * Math.PI * 2; // One cycle per second at 30fps
return (
<div style={{ position: 'relative' }}>
{/* Source */}
<div style={{ position: 'relative', zIndex: 1 }}>
{children}
</div>
{/* Reflection */}
<div
style={{
position: 'absolute',
top: '100%',
left: 0,
width: '100%',
transform: `scaleY(-1) translateX(${Math.sin(ripplePhase) * 2}px)`,
transformOrigin: 'top',
opacity: reflectionOpacity,
maskImage: 'linear-gradient(to bottom, black 0%, transparent 50%)',
WebkitMaskImage: 'linear-gradient(to bottom, black 0%, transparent 50%)',
filter: 'blur(1px)'
}}
>
{children}
</div>
</div>
);
};Reduced Motion
For prefers-reduced-motion: reduce:
| Full Motion | Reduced Alternative |
| Water ripples | Static reflection |
| Animated fade-in | Instant appearance |
| Mouse-reactive fresnel | Static opacity |
| Ripple distortion | Simple blur |
Implementation:
@media (prefers-reduced-motion: reduce) {
.water-reflection {
animation: none;
filter: blur(3px); /* Static blur instead of ripple */
}
.glass-reflection {
transition: none;
opacity: 0.2; /* Fixed middle value */
}
.reflection-appear {
transition: none;
}
}Cross-References
- See
blur/for reflection blur techniques - See
opacity/for fade calculations - See
compositing/for blend modes with reflections - See
glow-shadow/for reflection lighting effects - See
distortion/for water ripple effects - See
cinematic/for dramatic reflection shots
References
- No additional references needed for this skill
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