glass-expert
Skill5 starsChanged 23 days agoMITView on GitHub
Use when Apple Liquid Glass behavior requires backdrop sampling, surface placement, morphing, capture evidence, or glass-specific contrast judgment.
In this repository47 other files it gives its agents.
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- CLAUDE.mdCLAUDE.md
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The file
We split this skill into the rules it gives an agent
2 rules. About 0 are common, 2 are distinctive, and 0 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈2
Distinctive · estimate
This author's own choices. Worth a look.
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Very specific
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- Common
- Distinctive
- Very specific
- Distinctive: line 10
Use this skill to get Liquid Glass demonstrably correct in SwiftUI apps on macOS 26+ (and iOS 26).
- Distinctive: line 87
Every glass surface ships with visual evidence per the evidence protocol.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Liquid Glass Expert
Overview
Use this skill to get Liquid Glass demonstrably correct in SwiftUI apps on macOS 26+ (and iOS 26). Glass is a backdrop-sampling material: it blurs, refracts, and tints whatever renders behind it, adapts its own opacity to the backdrop, and guarantees no minimum text contrast. Most failures are silent -- the code compiles and a capture looks plausible while the effect is absent or illegible. This skill turns "add glass" into layered implementation plus visual evidence: a correct sampling path, colors that stay legible, and captures that prove the effect is live.
SwiftUI is the implementation layer; treat AppKit as a legacy escape hatch reached only when SwiftUI cannot yet express the behavior.
When to use
- Implement custom glass (
.glassEffect,GlassEffectContainer, morphing). - Debug glass that renders flat, gray, invisible, or unexpectedly opaque.
- Prove with captures that glass is live before accepting work as done.
- Decide which surfaces should be glass and which stay stable content.
- Guarantee text contrast over glass across arbitrary backdrops.
- Review or harden an existing app's glass adoption.
When not to use
- Web glassmorphism (CSS
backdrop-filter); this skill is SwiftUI-specific. - App-icon glass (Icon Composer layered icons); a different pipeline.
- General SwiftUI layout or state questions with no glass involvement.
Workflow
- Frame the project shape. When invoked on a target app, decide greenfield
versus improve-existing and follow the matching workflow in
references/project_workflow.md. Skip this step for a one-off question with no target repo. - Classify the task (placement, implementation, verification, debugging, or
contrast) using
references/task_selection.md. - For an observed problem ("glass looks flat", "text unreadable"), start at
the symptom router
references/topic_index.md. - Open the one matching reference from the routing table below.
- Implement with the seed views in
assets/(seereferences/component_seeds.md) when the surface carries text or needs accessibility fallbacks. - Prove the result with the evidence protocol in
references/testing_and_oracles.md, using the capture and comparison tools inscripts/. Ship only on visual evidence, never on compiling code.
Routing table
| Look for | Reference |
| What should be glass, control vs content layer, hierarchy, system components first | references/design_placement.md |
Toolbar design, action grouping, ToolbarSpacer, symbols vs text, prominence, tint restraint, scroll edge style | references/toolbar_best_practices.md |
z-order, sampling path, glass on glass, opaque background blocking, GlassEffectContainer, morphing, default capsule shape | references/layers_and_sampling.md |
| tint, vibrancy, semantic colors, adaptive opacity, contrast over glass, scrims, Reduce Transparency, Increase Contrast, WCAG ratios | references/color_and_contrast.md |
screenshots, screencapture, cacheDisplay, ImageRenderer, offscreen render, appearance labeling, window ids | references/capture_paths.md |
| evidence protocol, differential proof, expected appearance per backdrop, SHIP/REWORK criteria, dispatch brief | references/testing_and_oracles.md |
GlassSurface wrapper, GlassEvidenceView harness, seed code to copy | references/component_seeds.md |
API names, availability, #available, Info.plist compatibility key, buttonStyle(.glass) | references/api_quick_reference.md |
| Refreshing or auditing this skill itself: new OS release, WWDC cycle, HIG update, stale facts | references/skill_maintenance.md |
Bundled tools
scripts/list_window_ids.swift: print on-screen window ids for an app soscreencapture -lcan grab the live composited window.scripts/capture_glass_evidence.sh: capture a window by id and label the file with the appearance mode and Reduce Transparency state at capture time.scripts/compare_captures.py: pixel-compare two captures and print a DIFFERENT / IDENTICAL verdict for the differential proof.assets/GlassSurface.swift: drop-in glass surface with accessibility fallbacks and an optional contrast scrim.assets/GlassEvidenceView.swift: harness rendering glass next to a flat material control over a gradient, so one capture proves the effect.
Quality bar
- Every glass surface ships with visual evidence per the evidence protocol.
- Text over glass measures at least 4.5:1 (3:1 at 18pt and larger) on every tested backdrop.
- Reduce Transparency and Increase Contrast paths render opaque fallbacks.
- The sampling path stays clear: real content behind glass, no glass on glass, no opaque background between glass and content.
Output expectations
A delegated invocation returns the code as a paste-ready block, the reference file it is grounded in, the capture set proving the effect (or the exact captures still required), and any contrast risk with a one-line scope assessment.
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