Class GlassRecipe
A typed, named recipe for the "Liquid Glass" backdrop materials (iOS 26).
A glass surface is described by its material INTENT -- which named recipe it uses -- rather than by loose per-parameter theme constants. Each recipe bundles the bounded, measured parameters of one native material (the colour transform the real UIVisualEffectView / UIGlassEffect applies to the blurred backdrop, plus the edge optics), so similar glass surfaces cannot silently diverge and a theme cannot tune itself into an incoherent material. The available recipes:
blur--GlassRecipe.Kind.PLAIN_BLUR: backdrop blur only, no material colour transform (a plain CSS backdrop-filter).chrome--GlassRecipe.Kind.LIQUID_CHROME: the rectangular chrome bars anchored at a screen edge (navigation / title bars). Very transparent; the backdrop reads through at near-full saturation.pill--GlassRecipe.Kind.LIQUID_PILL: the floating pill chrome (the iOS 26 tab bar). Frostier than the edge bars -- in light mode it washes strongly toward white while boosting saturation.panel--GlassRecipe.Kind.LIQUID_PANEL: a bare glass panel or button capsule (UIGlassEffect). The strongest material: heavy wash, plus edge refraction and a specular rim so the glass reads as a layer on top of the content rather than a flat hole.chrome27,pill27,panel27-- the same three materials as iOS 27 retuned them. Light is measured as unchanged in chrome and pill; dark moved in all three. SeeliquidPanel27(boolean)for how the constants were measured and why dark is approximate.
A theme assigns a recipe per UIID with the theme constant
<UIID>GlassRecipe (for example ToolbarGlassRecipe: chrome),
with glassRecipeDefault as the theme-wide default (panel
when unset). The recipe is resolved at paint time by
Component.internalPaintImpl and its parameters are passed to the
port through Graphics.glassRegion; ports never read material
constants themselves.
The travelling tab-selection lens is the remaining glass surface; it is
an optics-over-content effect bound to the morph motion, so its typed
parameters live with the motion model (TabSelectionMorph) rather
than here.
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Nested Class Summary
Nested Classes -
Method Summary
Modifier and TypeMethodDescriptiongetKind()The material kind this recipe renders.floatThe colour offset (wash floor) of the material's affine colour transform, in 0..255 channel units.floatThe edge refraction (lensing) strength -- bends the backdrop toward the edges so the glass reads as a layer on top rather than a flat hole.floatThe saturation boost applied to the blurred backdrop.floatgetScale()The colour scale multiplier of the material's affine colour transform.floatThe brightness of the specular edge rim (the bright glint).static GlassRecipeliquidChrome(boolean dark) The rectangular edge-anchored chrome bar material (navigation/title bars).static GlassRecipeliquidChrome27(boolean dark) The iOS 27 chrome-bar material.static GlassRecipeliquidPanel(boolean dark) The bare glass panel / button capsule material (UIGlassEffect).static GlassRecipeliquidPanel27(boolean dark) The iOS 27 glass-panel material, and the recipe that carries the method these three were measured with.static GlassRecipeliquidPill(boolean dark) The floating pill chrome material (the iOS 26 tab bar).static GlassRecipeliquidPill27(boolean dark) The iOS 27 floating-pill material.static GlassRecipeLooks up a recipe by its theme name:blur,chrome,pill,panel, or their iOS 27 variantschrome27,pill27andpanel27.static GlassRecipePlain backdrop blur with no material transform.static GlassRecipeResolves the recipe for a UIID from the theme: the per-UIID<UIID>GlassRecipeconstant wins, then the theme-wideglassRecipeDefault, then the panel recipe.
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Method Details
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plainBlur
Plain backdrop blur with no material transform.- Returns:
- the plain-blur recipe
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liquidChrome
The rectangular edge-anchored chrome bar material (navigation/title bars). Measured against the iOS 26 UINavigationBar glass: the backdrop passes through at near-full strength with only a light wash.- Parameters:
dark- true for the dark appearance- Returns:
- the chrome-bar recipe
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liquidPill
The floating pill chrome material (the iOS 26 tab bar). Frostier than the edge bars: light mode washes strongly toward white while boosting saturation, and a faint specular rim keeps the pill edge legible.- Parameters:
dark- true for the dark appearance- Returns:
- the floating-pill recipe
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liquidPanel
The bare glass panel / button capsule material (UIGlassEffect). The strongest material: a heavy wash plus edge refraction (lensing) and a specular rim, so a free-standing glass element reads as a layer on top of the content.- Parameters:
dark- true for the dark appearance- Returns:
- the glass-panel recipe
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liquidChrome27
The iOS 27 chrome-bar material.
LIGHT IS DELIBERATELY IDENTICAL to
liquidChrome(boolean). Fitting the transform against the iOS 27 capture returned sat 1.09, scale 0.860, offset 18.9 where iOS 26 is 1.10 / 0.850 / 20.0 -- inside 1.3% on every parameter, at an rms of 1.27/255. That is a measurement saying "unchanged", so the iOS 26 numbers are reused verbatim rather than replaced by a near-identical duplicate that would read as a real difference.DARK is the best affine fit (rms 14.6/255) and is KNOWN NOT TO BE EXACT. See
liquidPanel27(boolean)for why dark cannot be fitted properly.- Parameters:
dark- true for the dark appearance- Returns:
- the iOS 27 chrome-bar recipe
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liquidPill27
The iOS 27 floating-pill material.
LIGHT is again measured as unchanged -- the fit returned 1.86 / 0.984 / 111.4 against iOS 26's 1.80 / 1.000 / 108.0 -- so the iOS 26 values are reused. DARK is the best affine fit and, like chrome, is approximate.
- Parameters:
dark- true for the dark appearance- Returns:
- the iOS 27 floating-pill recipe
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liquidPanel27
The iOS 27 glass-panel material, and the recipe that carries the method these three were measured with.
HOW THE NUMBERS WERE OBTAINED. The material is the documented affine transform
c' = clamp((lum + (c - lum) * sat) * scale + offset). The iOS 26 constants are known, so every interior pixel of a committed goldens/ios-26-metal tile can be inverted back to the backdrop that produced it, and the matching goldens/ios-27-metal pixel then fitted against that same backdrop. Nothing about the backdrop has to be assumed, and because the transform is linear it commutes with the Gaussian blur, so the blur does not bias the fit. Clipping does NOT commute, so a pixel is used only when nothing within the blur's reach clipped -- without that erosion the photo-backdrop tile fitted at rms 14 against rms 1 for the flat ones, and it dragged every parameter with it.The method self-checks: run against the iOS 26 set it recovers the iOS 26 chrome constants it was never told, to within 1.3%.
WHY DARK IS APPROXIMATE, IN ALL THREE RECIPES. After the best affine fit, the light residual is flat across the whole backdrop-luma range (within +/-0.9/255). The dark residual is not: on the chrome bar it runs +8.9 at low luma, -9.3 through the middle and +10.3 at high luma -- a systematic curve, not noise. iOS 27's dark glass therefore applies a NON-LINEAR luminance response, and no choice of sat/scale/offset can express it, because this transform is affine by construction. Matching dark properly needs a curve term in the material model and in every port's shader, which is a larger change than new constants; these values are the closest an affine material gets until then.
- Parameters:
dark- true for the dark appearance- Returns:
- the iOS 27 glass-panel recipe
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named
Looks up a recipe by its theme name:blur,chrome,pill,panel, or their iOS 27 variantschrome27,pill27andpanel27. Unknown names fall back to the panel recipe -- the safest default for a free-standing glass surface.- Parameters:
name- the recipe name from the themedark- true for the dark appearance- Returns:
- the named recipe, never null
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resolve
Resolves the recipe for a UIID from the theme: the per-UIID<UIID>GlassRecipeconstant wins, then the theme-wideglassRecipeDefault, then the panel recipe.- Parameters:
manager- the UI manager holding the themeuiid- the component's UIIDdark- true for the dark appearance- Returns:
- the resolved recipe, never null
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getKind
The material kind this recipe renders.- Returns:
- the kind, never null
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getSaturation
public float getSaturation()The saturation boost applied to the blurred backdrop.- Returns:
- the saturation multiplier
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getScale
public float getScale()The colour scale multiplier of the material's affine colour transform.- Returns:
- the scale factor
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getOffset
public float getOffset()The colour offset (wash floor) of the material's affine colour transform, in 0..255 channel units.- Returns:
- the offset
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getRefraction
public float getRefraction()The edge refraction (lensing) strength -- bends the backdrop toward the edges so the glass reads as a layer on top rather than a flat hole.- Returns:
- the refraction strength, 0 = none
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getSpecular
public float getSpecular()The brightness of the specular edge rim (the bright glint).- Returns:
- the specular strength, 0 = none
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