Liquid Glass
Glass as the interactive layer itself—lens refraction and adaptive tint, not only frosted cards.
What it feels like
Like Control Center made of water — buttons bend light, glass picks up the wallpaper tint.
Why it works
Glass stops being skin and becomes the functional layer; deeper space, more 'system' than a card theme.
How to tell AI
Liquid Glass: controls themselves are glass (buttons/sliders/panels) with refraction highlights and adaptive tint—not only frosted cards; radii follow the display; float above content.
Signals
- · Glass = controls (buttons/sliders too)
- · Lens refraction and specular light, not only blur
- · Adaptive tint matching wallpaper
- · Radii follow device curves, strong float
Don't confuse with
Glassmorphism is often a translucent card; Liquid Glass makes chrome and controls bend light as one system layer.
Style brief
Paste into your coding agent
Visual style: Liquid Glass. Glass as the interactive layer itself—lens refraction and adaptive tint, not only frosted cards. Defining signals: - Glass = controls (buttons/sliders too) - Lens refraction and specular light, not only blur - Adaptive tint matching wallpaper - Radii follow device curves, strong float Do not confuse with: glassmorphism, ios-human, frutiger-aero. Glassmorphism is often a translucent card; Liquid Glass makes chrome and controls bend light as one system layer. Implementation brief: Use Apple Liquid Glass (iOS 26+): the control layer itself is glass—buttons, toggles, and panels refract and tint with the wallpaper; strong specular highlights and lensing, not only backdrop-filter blur; continuous large corner radii; glass floats above content. Distinct from generic glassmorphism cards. Keep scope to visual language and components styling; do not redesign product information architecture unless asked.