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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.

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SKILL.md

Reflection

Animated reflection effects for various surface types.

Standards Reference

StandardDocumentation
W3C DTCGdesigntokens.org
CSS Transformdeveloper.mozilla.org/CSS/transform
CSS Filterdeveloper.mozilla.org/CSS/filter
SVG Filtersdeveloper.mozilla.org/SVG/Tutorial/Filter_effects

Quick Reference

Load from: tokens/reflection.tokens.json

Floor Reflection

TokenValueUse
floor.opacity.subtle0.15Hint of reflection
floor.opacity.medium0.4Marble/tile surface
floor.blur.slight2pxPolished surface
floor.fade-height.medium50%Standard falloff

Water Reflection

TokenValueUse
water.opacity.calm0.5Still water
water.distortion.subtle2pxGentle ripples
water.ripple-speed.slow3sCalm motion

Glass Reflection

TokenValueUse
glass.intensity.light0.2Subtle glass
glass.intensity.strong0.5Window at angle
glass.fresnel-min0.05Direct view
glass.fresnel-max0.8Glancing 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.soft

Patterns

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 MotionReduced Alternative
Water ripplesStatic reflection
Animated fade-inInstant appearance
Mouse-reactive fresnelStatic opacity
Ripple distortionSimple 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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