Glass Engine
Adaptive material system for translucent surfaces.
Manages blur radius, tint, edge highlights, and stacking order so glass panels remain legible across runtimes, wallpapers, and motion states.
State Logic
Reactive surfaces this module exposes to the runtime.
8 → 40. Auto-tuned to background luminance.
Bound to accentRuntime. Never set manually.
base | floating | modal | system. Strict z-ordering.
Active glass raises tint opacity and edge glow.
Visual Variants
Allowed rendering modes. No ad-hoc styles outside this set.
Default container. Most surfaces.
Vertical sidebars and activity rails.
Bottom sheets, transaction confirms.
Window chrome, traffic-light strip.
AI capsules. Minimum blur, max legibility.
Motion Tokens
Deterministic timing curves. No custom easing per component.
| token | value | use |
|---|---|---|
| glass.morph | 480ms cubic-bezier(.2,.8,.2,1) | Blur and tint transitions. |
| glass.lift | 180ms ease-out | Hover raise on floating glass. |
| glass.fade | 240ms ease-out | Stack reordering. |
Isolation Rules
Hard boundaries enforced at the module edge.
Glass cannot stack more than three deep. Beyond that, collapse to solid.
No glass inside glass.whisper. Whispers are leaf surfaces.
Tint is owned by the active runtime, not the component author.
Reduced-motion disables glass.morph and falls back to instant.