ProgressiveBlur class

A progressive (graduated) backdrop blur — the Signal / iOS-26 header look: a clean gaussian frost that is strongest at one edge and eases to perfectly sharp at the opposite edge. Stack it behind a translucent app bar so content dissolves beneath it instead of ending on a hard cut-off.

This is the graduated-blur primitive the rest of the library does not provide (glass surfaces apply a uniform blur). It is self-contained — it needs no LiquidGlassLayer or glass ancestor — so it can back any bar.

How it works — a single GPU pass that samples the backdrop

The naive "blur then fade with a ShaderMask" recipe does NOT work: a BackdropFilter's captured backdrop is not included in an ancestor ShaderMask's layer on Impeller, so the mask reveals nothing and iOS shows no blur at all. Instead this uses ui.ImageFilter.shader: a fragment shader runs as the ui.ImageFilter of a BackdropFilter, so the engine binds the captured backdrop to the shader's sampler — sampling it reliably on every backend. shaders/progressive_blur.frag reads that backdrop with an importance-sampled gaussian whose sigma follows the gradient (normalised over the widget's own device-pixel rectangle, since the bound texture is the whole screen), giving a smooth, band-free dissolve in one backdrop capture + one draw.

Drive maxSigma from a scroll offset to fade the blur in/out (0 → sharp).

Stack(
  children: [
    const Positioned(top: 0, left: 0, right: 0, height: 96,
      child: ProgressiveBlur(maxSigma: 20)),
    // ... your translucent app bar on top ...
  ],
)

Call preload once from main() (after the binding is initialised) to pre-compile the shader so the first bar paint already has it.

Inheritance

Constructors

ProgressiveBlur({Key? key, double maxSigma = 18, ProgressiveBlurDirection direction = ProgressiveBlurDirection.topToBottom, double falloff = 1.2})
const

Properties

direction ProgressiveBlurDirection
Which edge the blur is strongest at (it eases to sharp at the opposite edge). Defaults to ProgressiveBlurDirection.topToBottom.
final
falloff double
Gradient gamma. >1 keeps the blur strong across the strong edge then eases to sharp near the opposite edge.
final
hashCode int
The hash code for this object.
no setterinherited
key Key?
Controls how one widget replaces another widget in the tree.
finalinherited
maxSigma double
Blur sigma (logical px) at the strong edge. 0 ⇒ no blur (passthrough). Optional — defaults to a moderate 18.
final
runtimeType Type
A representation of the runtime type of the object.
no setterinherited

Methods

createElement() StatefulElement
Creates a StatefulElement to manage this widget's location in the tree.
inherited
createState() State<ProgressiveBlur>
Creates the mutable state for this widget at a given location in the tree.
override
debugDescribeChildren() List<DiagnosticsNode>
Returns a list of DiagnosticsNode objects describing this node's children.
inherited
debugFillProperties(DiagnosticPropertiesBuilder properties) → void
Add additional properties associated with the node.
inherited
noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
toDiagnosticsNode({String? name, DiagnosticsTreeStyle? style}) DiagnosticsNode
Returns a debug representation of the object that is used by debugging tools and by DiagnosticsNode.toStringDeep.
inherited
toString({DiagnosticLevel minLevel = DiagnosticLevel.info}) String
A string representation of this object.
inherited
toStringDeep({String prefixLineOne = '', String? prefixOtherLines, DiagnosticLevel minLevel = DiagnosticLevel.debug, int wrapWidth = 65}) String
Returns a string representation of this node and its descendants.
inherited
toStringShallow({String joiner = ', ', DiagnosticLevel minLevel = DiagnosticLevel.debug}) String
Returns a one-line detailed description of the object.
inherited
toStringShort() String
A short, textual description of this widget.
inherited

Operators

operator ==(Object other) bool
The equality operator.
inherited

Static Methods

preload() Future<void>
Pre-compiles the blur shader so the first bar paint already has it. Safe to call repeatedly (compiled once). Call from main() after the binding is initialized. Never throws — on failure the widget falls back to a uniform blur.