liquid_glass_widgets 0.7.0
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A Flutter UI kit implementing the iOS 26 Liquid Glass design language. Features shader-based glassmorphism, physics-driven jelly animations, and dynamic lighting.
Liquid Glass Widgets #
Bring Apple's iOS 26 Liquid Glass to your Flutter app — 36 glass widgets with real shader-based blur, physics-driven jelly animations, and dynamic lighting. Works on every platform out of the box.
https://github.com/user-attachments/assets/2fe28f46-96ad-459d-b816-e6d6001d90de
Wanderlust — a luxury travel showcase built entirely with liquid_glass_widgets
Features #
- 36 glass widgets — containers, interactive controls, inputs, feedback, overlays, and navigation surfaces
- Real frosted glass — native two-pass Gaussian blur + shader refraction on Impeller; lightweight shader on Skia/Web
- Just works everywhere — iOS, Android, macOS, Web, Windows, Linux; rendering path chosen automatically
- Zero dependencies — no third-party runtime libraries, just the Flutter SDK
- One-line setup —
LiquidGlassWidgets.wrap()handles all performance optimization - Gyroscope lighting —
GlassMotionScopedrives specular highlights from anyStream<double> - WCAG-compliant by default — Reduce Motion and Reduce Transparency are respected automatically; no setup required
Examples #
Wanderlust — Luxury Travel Showcase #
A premium app demonstrating liquid_glass_widgets in a real-world production context — full-bleed imagery, parallax scroll, hero transitions, and a concierge chat interface. This is the app shown in the video above.
cd example/showcase && flutter pub get && flutter run
Widget Showcase — Full Component Library #
A complete catalogue of all 36 widgets organized by category. Use it to explore every component, try live settings, and copy patterns directly into your app.
cd example && flutter pub get && flutter run
Widget Categories #
Containers #
GlassCard · GlassPanel · GlassContainer · GlassDivider · GlassListTile · GlassStepper · GlassWizard
Interactive #
GlassButton · GlassIconButton · GlassChip · GlassSwitch · GlassSlider · GlassSegmentedControl · GlassPullDownButton · GlassButtonGroup · GlassBadge
Input #
GlassTextField · GlassTextArea · GlassPasswordField · GlassSearchBar · GlassPicker · GlassFormField
Feedback #
GlassProgressIndicator · GlassToast · GlassSnackBar
Overlays #
GlassDialog · GlassSheet · GlassActionSheet · GlassMenu · GlassMenuItem
Surfaces #
GlassAppBar · GlassBottomBar · GlassTabBar · GlassSideBar · GlassToolbar
Installation #
dependencies:
liquid_glass_widgets: ^0.7.0
flutter pub get
Quick Start #
Initialize the library once in main.dart. This pre-caches shaders (eliminates first-render flash) and activates GPU backdrop sharing for multi-glass screens:
import 'package:flutter/material.dart';
import 'package:liquid_glass_widgets/liquid_glass_widgets.dart';
void main() async {
WidgetsFlutterBinding.ensureInitialized();
await LiquidGlassWidgets.initialize();
// wrap() ensures all glass surfaces share one GPU backdrop capture on Impeller.
// Safe to use on all platforms — no-op on Skia/Web.
runApp(LiquidGlassWidgets.wrap(const MyApp()));
}
Accessibility is on by default. The library automatically reads the device's Reduce Motion and Reduce Transparency settings — no extra setup required. See Accessibility for details.
Then add any glass widget to your tree:
Scaffold(
appBar: GlassAppBar(title: const Text('My App')),
bottomNavigationBar: GlassBottomBar(
tabs: [
GlassBottomBarTab(label: 'Home', icon: const Icon(Icons.home)),
GlassBottomBarTab(label: 'Profile', icon: const Icon(Icons.person)),
],
selectedIndex: 0,
onTabSelected: (i) {},
),
body: const Center(child: GlassCard(child: Text('Hello, Glass!'))),
)
Platform Support #
| Platform | Renderer | Notes |
|---|---|---|
| iOS | Impeller (Metal) | Full shader pipeline, chromatic aberration |
| Android | Impeller (Vulkan) | Full shader pipeline, chromatic aberration |
| macOS | Impeller (Metal) | Full shader pipeline, chromatic aberration |
| Web | CanvasKit | Lightweight fragment shader |
| Windows | Skia | Lightweight fragment shader |
| Linux | Skia | Lightweight fragment shader |
Platform detection is automatic — no configuration required.
Glass Quality Modes #
Standard — Default, Recommended #
The right choice for 95% of use cases. Works on every platform with iOS 26-accurate glass effects.
GlassContainer(
quality: GlassQuality.standard, // this is the default
child: const Text('Great for scrollable content'),
)
Premium — Impeller Only #
Enables the full Impeller shader pipeline with texture capture and chromatic aberration. On Skia/Web, automatically falls back to Standard.
GlassAppBar(
quality: GlassQuality.premium,
title: const Text('Static header'),
)
Use Premium only for static, non-scrolling surfaces (app bars, bottom bars, hero sections). It may not render correctly inside
ListVieworCustomScrollViewon Impeller.
Theming #
All widgets automatically inherit from GlassTheme and adapt to light/dark mode:
GlassTheme(
data: GlassThemeData(
light: GlassThemeVariant(
settings: LiquidGlassSettings(thickness: 30, blur: 12),
quality: GlassQuality.standard,
),
dark: GlassThemeVariant(
settings: LiquidGlassSettings(thickness: 50, blur: 18),
quality: GlassQuality.premium,
),
),
child: MaterialApp(home: MyHomePage()),
)
Access the current theme variant programmatically:
final variant = GlassThemeData.of(context).variantFor(context);
Specular Sharpness #
Control the tightness of the specular highlight on any glass surface via LiquidGlassSettings.specularSharpness:
GlassCard(
settings: LiquidGlassSettings(
specularSharpness: GlassSpecularSharpness.sharp, // tight, mirror-like
),
child: ...,
)
| Value | Look |
|---|---|
GlassSpecularSharpness.soft |
Wide, diffuse — frosted / matte glass |
GlassSpecularSharpness.medium |
Default — matches iOS 26 |
GlassSpecularSharpness.sharp |
Tight, polished — mirror-like surface |
Each value maps to a fixed power-of-2 exponent. The GPU uses a zero-transcendental multiply chain for each — no pow() overhead.
Performance Tips #
LiquidGlassWidgets.initialize()at startup — pre-caches shaders, eliminates the white flash on first renderLiquidGlassWidgets.wrap()inmain.dart— all glass surfaces inside automatically share one GPU backdrop capture on Impeller (equivalent to wrapping withGlassBackdropScopedirectly, which also remains available for explicit scope control)- Standard quality for scrollable content — lists, forms, interactive widgets
- Premium quality for fixed surfaces — app bars, bottom bars, and hero sections
- Accessibility fallbacks are zero-cost — when Reduce Transparency is active, the glass shader is bypassed entirely;
BackdropFilterblur runs in Flutter's own paint layer with no custom shader overhead
Custom Refraction for Interactive Indicators #
On Skia and Web, interactive widgets like GlassSegmentedControl can display
true liquid glass refraction. Use GlassRefractionSource to mark the capture
surface (or use the LiquidGlassScope.stack() shorthand for the common
wallpaper-behind-content pattern):
// Shorthand — wallpaper behind your Scaffold:
LiquidGlassScope.stack(
background: Image.asset('assets/wallpaper.jpg', fit: BoxFit.cover),
content: Scaffold(
body: Center(
child: GlassSegmentedControl(
segments: const ['Option A', 'Option B', 'Option C'],
selectedIndex: 0,
onSegmentSelected: (i) {},
quality: GlassQuality.standard,
),
),
),
)
// Manual — granular control over which surface is sampled:
LiquidGlassScope(
child: Stack(
children: [
Positioned.fill(
child: GlassRefractionSource(
child: Image.asset('assets/wallpaper.jpg'),
),
),
Center(child: GlassSegmentedControl(...)),
],
),
)
On Impeller, GlassQuality.premium uses the native scene graph — no
LiquidGlassScope needed.
Migration note (0.7.0):
LiquidGlassBackgroundwas renamed toGlassRefractionSource. The old name still compiles (deprecated typedef) and will be removed in 1.0.0.
| When | Recommendation |
|---|---|
| Skia / Web | LiquidGlassScope.stack with GlassQuality.standard |
| iOS / macOS (Impeller) | GlassQuality.premium — native scene graph |
| Multiple isolated sections | Separate LiquidGlassScope per section |
Gyroscope Lighting #
GlassMotionScope drives the specular highlight angle from any Stream<double>, including a device gyroscope via sensors_plus:
GlassMotionScope(
stream: gyroscopeEvents.map((e) => e.y * 0.5),
child: Scaffold(
appBar: GlassAppBar(title: const Text('My App')),
body: ...,
),
)
No new dependencies required — connect any stream source (scroll position, mouse, gyroscope).
Accessibility #
Every glass widget in this package respects the user's system accessibility preferences automatically — no setup required.
| System Setting | Effect on glass widgets |
|---|---|
| Reduce Motion (iOS/macOS/Android) | All spring/jelly animations snap instantly to their target |
| Reduce Transparency / High Contrast | Glass shader replaced with a plain frosted BackdropFilter panel — zero GPU shader cost |
No setup needed #
Just ship your app. If the user has Reduce Motion on, your widgets snap. If they have Reduce Transparency on, they get a solid frosted fallback. Nothing to configure.
Optional: GlassAccessibilityScope #
Place GlassAccessibilityScope in your tree to override system defaults — useful for testing, showcases, or per-subtree customisation:
// In your app (optional — place inside MaterialApp.builder for full coverage)
MaterialApp(
builder: (context, child) => GlassAccessibilityScope(
child: child!, // reads system flags automatically
),
)
// Force a specific state (e.g. demo frosted fallback in a settings screen)
GlassAccessibilityScope(
reduceTransparency: true,
child: GlassSettingsPreview(),
)
GlassAccessibilityScope always wins over the system flag — it's the highest-priority override.
Opting out globally #
For experiences where full glass fidelity is intentional (games, creative tools):
await LiquidGlassWidgets.initialize(
respectSystemAccessibility: false, // ignores system Reduce Motion / Reduce Transparency
);
This disables only the automatic system-flag bridge. An explicit GlassAccessibilityScope in the widget tree still works regardless.
Priority order (highest wins) #
GlassAccessibilityScopein the widget tree — explicit developer override- System
MediaQueryflags — automatic, respects user's OS setting initialize(respectSystemAccessibility: false)— disables (2) globally
Architecture #
On Impeller, every GlassQuality.premium surface uses a two-pass pipeline:
- Blur pass —
BackdropFilterLayer(ImageFilter.blur), clipped to the exact widget shape. Shared across all surfaces inside aGlassBackdropScope(injected automatically byLiquidGlassWidgets.wrap()). - Shader pass —
BackdropFilterLayer(ImageFilter.shader)— refraction, edge lighting, glass tint, and chromatic aberration.
On Skia/Web, lightweight_glass.frag runs as a single pass with no backdrop capture.
Content-Adaptive Glass Strength (0.7.0) #
Both render paths automatically adapt glass strength to background brightness:
- Dark backgrounds → richer, more opaque glass (1.2× strength, brighter Fresnel rim)
- Light backgrounds → subtler, more translucent glass (0.8× strength)
On Impeller, backdrop luminance is sampled directly from the refracted texture (zero extra reads).
On Skia/Web, MediaQuery.platformBrightnessOf provides a lightweight proxy.
Testing #
# All tests
flutter test
# Exclude golden tests
flutter test --exclude-tags golden
# macOS golden tests (require Impeller)
flutter test --tags golden
Dependencies #
Zero third-party runtime dependencies beyond the Flutter SDK.
The glass rendering pipeline builds on the open-source work of whynotmake-it. Their liquid_glass_renderer (MIT) has been vendored and extended with bug fixes, performance improvements, and shader optimisations.
Contributing #
Contributions are welcome. For major changes, open an issue first to discuss your proposal.
License #
MIT — see the LICENSE file for details.
Credits #
Special thanks to the whynotmake-it team for their liquid_glass_renderer (MIT), whose shader pipeline, texture capture, and chromatic aberration work forms the foundation of the rendering engine in this library.