Glass Physics

Glass Physics

Five elevation levels combine blur, opacity, refraction border, and shadow depth into reusable surfaces.

glass-1

blur 8px

opacity L:0.08 D:0.20

shadow glass-sm

glass-2

blur 12px

opacity L:0.12 D:0.30

shadow glass-sm

glass-3

blur 16px

opacity L:0.18 D:0.40

shadow glass-md

glass-4

blur 24px

opacity L:0.25 D:0.55

shadow glass-lg

glass-5

blur 40px

opacity L:0.35 D:0.70

shadow glass-lg

Opacity Scale

Ten stops from crystal to frosted. Glass levels currently map to steps 2, 4, 6, 8, and 10.

opacity-1

L:0.06 D:0.16

opacity-2

L:0.08 D:0.20

opacity-3

L:0.10 D:0.25

opacity-4

L:0.12 D:0.30

opacity-5

L:0.16 D:0.35

opacity-6

L:0.18 D:0.40

opacity-7

L:0.22 D:0.48

opacity-8

L:0.25 D:0.55

opacity-9

L:0.30 D:0.62

opacity-10

L:0.35 D:0.70

Luminance Adaptation

Set a luminance context so glass surfaces adjust opacity, borders, and saturation to surrounding brightness.

`data-glass-luminance=\"bright\"`

surface x1.16

`data-glass-luminance=\"neutral\"`

surface x1

`data-glass-luminance=\"dim\"`

surface x0.9

Performance Hints

Use utility classes for heavy glass surfaces to keep composition on the GPU and reduce repaint churn.

`.glass-gpu-hint`

will-change: transform, opacity

`.glass-heavy`

will-change: backdrop-filter, transform, opacity