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Axiom Liquid Glass

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coco-research
axiom-liquid-glass

Use when implementing, reviewing, or debugging Apple Liquid Glass: iOS 26+ adoption, Regular vs Clear variants, tinting, scroll edge effects, or an iOS-native redesign review.

Overview

Publishercoco-research
Repositorycoco
Skill nameaxiom-liquid-glass
Stars
550
Forks
12
Bundled files
Instructions only
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • Self-contained

    Everything the model needs lives in the instructions — no extra files to sync.

  • Open source

    Published by coco-research on GitHub. Read the source before you install it.

Installation

Install the Axiom Liquid Glass AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/coco-research/coco/tree/main/skills/axiom-liquid-glass
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/coco-research/coco.git /tmp/coco
mkdir -p .claude/skills
cp -r /tmp/coco/skills/axiom-liquid-glass .claude/skills/axiom-liquid-glass
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Axiom Liquid Glass in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Axiom Liquid Glass on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Axiom Liquid Glass is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Liquid Glass — Apple's Design System

When to Use This Skill

  • Implementing Liquid Glass effects in your app
  • Reviewing existing UI for Liquid Glass adoption opportunities
  • Debugging visual artifacts with Liquid Glass materials
  • Optimizing Liquid Glass performance
  • Requesting expert review of Liquid Glass implementation
  • Redesigning a mobile app UI to feel iOS-native with glass materials
  • Understanding Regular vs Clear variants, tinting, legibility
  • Conducting design reviews with professional push-back frameworks

Part 1: Design Philosophy

Core Principles

  • Native over custom — Use system components and patterns first
  • Restraint over spectacle — Glass is a tool for hierarchy, not decoration
  • Material is functional, not decorative — Improves clarity and depth
  • "Feels obvious" rather than "looks fancy" — Calm, confident, inevitable
  • Glass complements content — Lets content shine through

Avoid trendy glassmorphism gimmicks. Glass effects should appear only where they improve clarity and depth. Every screen should feel like it belongs in a first-party Apple app.

What is Liquid Glass?

Liquid Glass is Apple's next-generation material design system introduced at WWDC 2025. It represents a significant evolution from previous materials (Aqua, iOS 7 blurs, Dynamic Island) by creating a new digital meta-material that:

  • Dynamically bends and shapes light (lensing) rather than scattering it
  • Moves organically like a lightweight liquid, responding to touch and app dynamism
  • Adapts automatically to size, environment, content, and light/dark modes
  • Unifies design language across all Apple platforms

iOS Material Hierarchy

Use glass materials to express depth and context:

MaterialUse ForVisual Weight
Ultra-thinSubtle overlays, toolbars, floating controlsLightest
RegularCards needing gentle separationMedium
ThickBottom sheets, modals, areas requiring strong readabilityHeaviest

Rules:

  • Background must remain legible through blur (never "muddy")
  • Material opacity and blur should scale with background complexity
  • Prefer fewer, larger glass surfaces over many small glass chips

Part 2: Visual Properties

1. Lensing (Primary Characteristic)

Liquid Glass defines itself through lensing — the warping and bending of light that communicates presence, motion, and form. Unlike previous materials that scattered light, Liquid Glass uses instinctive visual cues from the natural world.

  • Dynamically concentrates and shapes light in real-time
  • Provides definition against background while feeling visually grounded
  • Controls feel ultra-lightweight and transparent while visually distinguishable
  • Elements materialize in/out by modulating light bending (not fading)

2. Motion & Fluidity

  • Instant flex and energize — Responds to interaction by flexing with light
  • Gel-like flexibility — Communicates transient, malleable nature
  • Temporary lift — Elements can lift into Liquid Glass on interaction
  • Dynamic morphing — Continuously shape-shifts between app states
  • Lightweight transitions — Menus pop open in-line, maintaining relationship to source
  • Smooth, natural easing (no playful bounce unless system-like)
  • Motion explains hierarchy, not decoration

3. Adaptive Behavior

Liquid Glass continuously adapts without fixed light/dark appearance:

  • Shadows become more prominent when text scrolls underneath
  • Tint and dynamic range shift to ensure legibility
  • Independently switches light/dark to feel at home in any context
  • Larger elements (menus, sidebars) simulate thicker material
  • Ambient environment subtly spills onto surface

Part 3: Implementation Guide

Basic API Usage — SwiftUI glassEffect Modifier

swift
// Basic usage - applies glass within capsule shape
Text("Hello")
    .glassEffect()

// Custom shape
Text("Hello")
    .glassEffect(in: RoundedRectangle(cornerRadius: 12))

// Interactive elements (iOS)
Button("Tap Me") { }
    .glassEffect()
    .interactive()

Automatic Adoption: Simply recompiling with Xcode 26 brings Liquid Glass to standard controls automatically.

Variants: Regular vs Clear

CRITICAL DECISION: Never mix Regular and Clear in the same interface.

Regular Variant (Default — Use 95% of the Time)
  • Most versatile, full visual and adaptive effects
  • Provides legibility regardless of context
  • Works in any size, over any content

When to use: Navigation bars, tab bars, toolbars, buttons, menus, sidebars

swift
NavigationView {
    // Content
}
.glassEffect() // Uses Regular variant by default
Clear Variant (Special Cases Only)
  • Permanently more transparent, no adaptive behaviors
  • Requires dimming layer for legibility

Use ONLY when ALL three conditions are met:

  1. Element is over media-rich content
  2. Content layer won't be negatively affected by dimming layer
  3. Content above glass is bold and bright
swift
ZStack {
    MediaRichBackground()
        .overlay(.black.opacity(0.3)) // Dimming layer
    BoldBrightControl()
        .glassEffect(.clear)
}

WARNING: Using Clear without meeting all three conditions results in poor legibility.

Design Principles & Best Practices

Reserve Glass for Navigation Layer
[Content Layer — No Glass]
    |
[Navigation Layer — Liquid Glass]
    - Tab bars, Navigation bars, Toolbars, Floating controls
DO NOT Use on Content Layer
swift
// WRONG
List(items) { item in
    Text(item.name)
}
.glassEffect() // Competes with navigation, muddy hierarchy
DO NOT Stack Glass on Glass
swift
// WRONG
ZStack {
    NavigationBar().glassEffect()
    FloatingButton().glassEffect() // Glass on glass
}

// CORRECT
ZStack {
    NavigationBar().glassEffect()
    FloatingButton()
        .foregroundStyle(.primary) // Use fills, transparency, vibrancy
}
Avoid Content Intersections in Steady State

Reposition or scale content to maintain separation. Intersections are acceptable during scrolling/transitions.


Part 4: Tinting & Color

Adaptive Tinting System

  1. Selecting color generates range of tones
  2. Tones mapped to content brightness underneath
  3. Changes hue, brightness, saturation based on background
  4. Doesn't deviate too much from intended color
swift
Button("Primary Action") { }
    .tint(.red)
    .glassEffect()

Tinting Rules

  • DO: Use tinting for primary actions only
  • DON'T: Tint everything (when everything is tinted, nothing stands out)
  • DON'T: Use solid fills on glass elements (breaks visual character)
  • Use color in content layer instead, reserve tinting for primary UI actions
swift
// WRONG - Solid fill breaks glass character
Button("Action") {}
    .background(.red) // Opaque

// CORRECT - Transparent, grounded
Button("Action") {}
    .tint(.red)
    .glassEffect()

Part 5: Scroll Edge Effects

Work in concert with Liquid Glass to maintain separation with scrolling content.

  • Content scrolling -> effect gently dissolves content into background
  • Lifts glass visually above moving content
  • Darker content triggers dark style for contrast

Hard Style Effect

Use when pinned accessory views exist:

swift
ScrollView { }
    .scrollEdgeEffect(.hard)

Part 6: Layout & Component Patterns

Typography

  • System-first typography (SF Pro style)
  • Clear hierarchy using size & weight, not color
  • Prefer semantic text styles (Title / Headline / Body / Caption)

Color

  • Neutral palette by default (white, off-white, system grays)
  • Accent colors used sparingly (1 primary accent max)
  • Avoid neon, high saturation blocks, heavy gradients

Buttons

  • Prefer system button semantics
  • Glass button usage: only for floating contexts (toolbar, overlay)
  • Press state: slight opacity down + subtle scale, never flashy

Lists

  • iOS list rhythm (consistent row height, predictable spacing)
  • Glass behind lists: only if list is within a sheet/overlay
  • Ensure text contrast and scannability remain high

Navigation

  • Standard navigation bars with large titles when appropriate
  • Translucent nav bar when content scrolls under it
  • Preserve clear title hierarchy and scroll behavior

Modals & Sheets

  • Bottom sheets preferred, respect drag-to-dismiss
  • Regular/Thick material based on background complexity
  • Avoid full-screen modal unless task truly demands it

Layout Principles

  • iOS-native layout patterns, safe-area aware
  • Comfortable touch targets (44pt+)
  • Use whitespace and grouping as main separators
  • Cards should feel light and system-like

Part 7: Layered System Architecture

1. Highlights Layer

  • Light sources produce highlights responding to geometry
  • Lights move during interactions, defining silhouette
  • Some respond to device motion

2. Shadows Layer

  • Aware of background content
  • Increases shadow opacity over text for separation
  • Lowers shadow opacity over solid light backgrounds

3. Internal Glow (Interaction Feedback)

  • Illuminates from within on interaction
  • Glow starts under fingertips, spreads throughout
  • Spreads to nearby Liquid Glass elements

4. Adaptive Tinting Layer

  • Multiple layers adapt together
  • Windows losing focus visually recede (Mac/iPad)

Part 8: Accessibility

Liquid Glass offers accessibility features that modify material without sacrificing its magic:

FeatureEffectDeveloper Action
Reduced TransparencyMakes glass frostier, obscures moreAutomatic
Increased ContrastElements predominantly black/white with contrasting borderAutomatic
Reduced MotionDecreases intensity, disables elastic propertiesAutomatic

No developer action required — all features apply automatically when using Liquid Glass.


Part 9: Performance Considerations

View Hierarchy

  • Regular variant optimized for performance
  • Avoid excessive nesting of glass elements
  • Flatten hierarchy when possible
swift
// WRONG - Deep nesting
ZStack {
    GlassContainer1().glassEffect()
    ZStack {
        GlassContainer2().glassEffect()
    }
}

// CORRECT - Flat hierarchy
VStack {
    GlassContainer1().glassEffect()
    GlassContainer2().glassEffect()
}

Rendering Costs

  • Don't animate Liquid Glass elements unnecessarily
  • Use Clear variant sparingly (requires dimming layer computation)
  • Profile with Instruments if experiencing performance issues

Part 10: Testing

Visual Regression Testing

swift
func testLiquidGlassAppearance() {
    let app = XCUIApplication()
    app.launch()

    // Test light mode
    XCTContext.runActivity(named: "Light Mode Glass") { _ in
        let screenshot = app.screenshot()
    }

    // Test dark mode
    app.launchArguments = ["-UIUserInterfaceStyle", "dark"]
    app.launch()
    XCTContext.runActivity(named: "Dark Mode Glass") { _ in
        let screenshot = app.screenshot()
    }
}

Critical Test Cases

  • Light mode vs dark mode
  • Reduced Transparency / Increased Contrast / Reduced Motion enabled
  • Dynamic Type (larger text sizes)
  • Content scrolling (verify scroll edge effects)
  • Right-to-left languages

Accessibility Testing

swift
func testLiquidGlassAccessibility() {
    app.launchArguments += [
        "-UIAccessibilityIsReduceTransparencyEnabled", "1",
        "-UIAccessibilityButtonShapesEnabled", "1",
        "-UIAccessibilityIsReduceMotionEnabled", "1"
    ]
    XCTAssertTrue(glassElement.exists)
    XCTAssertTrue(glassElement.isHittable)
}

Part 11: Design Review & Push-Back Framework

Red Flags — Requests That Violate Guidelines

If you hear ANY of these, STOP and reference the skill:

  • "Use Clear everywhere" — Clear requires three specific conditions
  • "Glass looks better than fills" — Correct layer trumps aesthetics
  • "Stack glass on glass for consistency" — Explicitly prohibited
  • "Apply glass to Lists for sophistication" — Lists are content layer

How to Push Back Professionally

Step 1: Show the Framework

"Let me show you Apple's guidance on Clear variant.
It requires THREE conditions:
1. Media-rich content background
2. Dimming layer for legibility
3. Bold, bright controls on top
Let me show which screens meet all three..."

Step 2: Demonstrate the Risk Open the app on a device. Show Clear variant in low-contrast scenario (unreadable) vs Regular (legible).

Step 3: Offer Compromise

"Clear works beautifully in these hero sections where all three conditions apply.
Regular handles everything else with automatic legibility. Best of both worlds."

Step 4: Document the Decision If overruled, send written documentation of the decision and monitoring plan.


Part 12: Expert Review Checklist

1. Material Appropriateness

  • Glass used only on navigation layer (not content)?
  • Standard controls get glass automatically via Xcode 26 recompile?
  • No glass-on-glass situations?

2. Variant Selection

  • Regular variant used for most cases?
  • Clear variant meets all three conditions where used?
  • Regular and Clear never mixed in same interface?

3. Legibility & Contrast

  • Primary actions selectively tinted (not everything)?
  • Solid fills avoided on glass elements?
  • Elements maintain legibility on various backgrounds?

4. Layering & Hierarchy

  • Content intersections avoided in steady states?
  • Elements on top of glass use fills/transparency (not glass)?
  • Visual hierarchy clear (navigation vs content layer)?

5. Scroll Edge Effects

  • Applied where glass meets scrolling content?
  • Hard style used for pinned accessory views?

6. Accessibility

  • Works with Reduced Transparency, Increased Contrast, Reduced Motion?
  • Interactive elements hittable in all configurations?

7. Performance

  • View hierarchy reasonably flat?
  • Glass elements animated only when necessary?
  • Clear variant used sparingly?

Part 13: API Reference

SwiftUI Modifiers

glassEffect(in:isInteractive:)
swift
func glassEffect<S: Shape>(
    in shape: S = Capsule(),
    isInteractive: Bool = false
) -> some View
glassEffect(_:in:isInteractive:)
swift
func glassEffect<S: Shape>(
    _ variant: GlassVariant,  // .regular or .clear
    in shape: S = Capsule(),
    isInteractive: Bool = false
) -> some View
scrollEdgeEffect(_:)
swift
func scrollEdgeEffect(_ style: ScrollEdgeStyle) -> some View
// styles: .automatic, .soft, .hard
scrollEdgeEffectStyle(_:for:) (NEW in iOS 26)
swift
func scrollEdgeEffectStyle(_ style: ScrollEdgeStyle, for edges: Edge.Set) -> some View
glassBackgroundEffect() (NEW in iOS 26)

Apply glass effect to custom views for reflecting surrounding content.

swift
CustomPhotoGrid()
    .glassBackgroundEffect()
GlassEffectContainer (NEW in iOS 26)

Container for combining multiple Liquid Glass effects with optimized rendering.

swift
GlassEffectContainer {
    HStack {
        Button("Action 1") { }.glassEffect()
        Button("Action 2") { }.glassEffect()
    }
}

Benefits: Optimizes rendering, fluid morphing between glass shapes, reduced compositor overhead.

Toolbar Modifiers (NEW in iOS 26)

Spacer(.fixed) in Toolbars

Separates toolbar button groups with fixed spacing.

.buttonStyle(.borderedProminent) + .tint() in Toolbars

Makes toolbar items prominent with Liquid Glass tinting.

Navigation & Search (NEW in iOS 26)

  • Bottom-aligned search on iPhone (automatic with .searchable())
  • Search tab role with .tabRole(.search) — morphs into search field
  • Tab bar minimization with .tabBarMinimizationBehavior(.onScrollDown)

Types

swift
enum GlassVariant {
    case regular  // Default - full adaptive behavior
    case clear    // More transparent, no adaptation
}

enum ScrollEdgeStyle {
    case automatic  // System determines
    case soft       // Gradual fade
    case hard       // Uniform across toolbar height
}

Part 14: Backward Compatibility

UIDesignRequiresCompatibility Key (NEW in iOS 26)

Add to Info.plist to maintain iOS 18 appearance while building with iOS 26 SDK:

xml
<key>UIDesignRequiresCompatibility</key>
<true/>

Migration strategy:

  1. Ship with key enabled
  2. Audit interface changes in separate build
  3. Update interface incrementally
  4. Remove key when ready for Liquid Glass

Output Requirements (For UI Redesigns)

For each redesigned screen, provide:

  1. Design intent — What feels more iOS-native and why
  2. Layout structure — Regions, spacing, safe-area decisions
  3. Material map — Where glass is used, which thickness, and why
  4. Typography map — Text styles and hierarchy rationale
  5. Interaction & motion notes — Scroll, transitions, gestures
  6. iOS-native justification — System defaults, familiarity, clarity

Absolute Avoid List

  • Over-designed custom components
  • Glass everywhere (blanket translucency)
  • Trendy gimmicks (neon, glow, heavy gradients, fake reflections)
  • Harsh borders or outlines
  • Dense, cluttered information layouts
  • Non-standard navigation patterns
  • Solid opaque fills on glass elements

Resources

WWDC: 2025-219, 2025-323, 2025-256 Docs: /technologyoverviews/adopting-liquid-glass, /swiftui/landmarks-building-an-app-with-liquid-glass, /swiftui/applying-liquid-glass-to-custom-views Related Skills: axiom-liquid-glass-ref, swiftui-liquid-glass Platforms: iOS 26+, iPadOS 26+, macOS Tahoe, visionOS 3 Xcode: 26+

Frequently asked questions

What does the Axiom Liquid Glass AI skill do?

Use when implementing, reviewing, or debugging Apple Liquid Glass: iOS 26+ adoption, Regular vs Clear variants, tinting, scroll edge effects, or an iOS-native redesign review.

Why use Axiom Liquid Glass on TypingMind?

Because you install it once and use it with any model. Axiom Liquid Glass is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Axiom Liquid Glass in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/coco-research/coco/tree/main/skills/axiom-liquid-glass. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Axiom Liquid Glass?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Axiom Liquid Glass?

As many as you like. As long as a model supports skills, you can use Axiom Liquid Glass with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Axiom Liquid Glass AI skill free?

It is published on GitHub by coco-research. Check the repository for licensing terms. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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