Component · overlay (over a dimmed world)

Liquid glass control module

Quick settings tiles: round toggles, labelled tiles, level sliders and a media tile over the dimmed system.

Control Center style tiles over a dimmed, blurred dune scene: a connectivity tile with four round toggles, a now-playing tile, round toggles, two tall sliders and wide focus and lock tiles, all in clear glass.

Copy the prompt

Free

The rules, the spec, the glass code for Web and the checks, in one text.

Works in any AI that can write code.

Or connect your AI once
Material
lens (clear), one body per tile
Profile
convex (1×1 circles) · bevel (tiles and sliders)
Bezel (px)
1×1: = radius (32) · tiles: = corner radius (26–28)
Displacement (px)
0.5 × radius (16) · 0.4 × bezel (10.5–11)
Blur (px)
0.5–1

Geometry. a 64 px grid unit with 16 px gaps (four columns: 304 wide); 1×1 round toggle 60–64; 2×1 tile 144 × 64, radius 22–26 (26); 2×2 tile 144², radius 26–28 (28); tall slider 64 × 144, radius 22–26 (26); flat round buttons inside a tile 52 (2×2) or 40 (2×1); artwork radius = tile radius − inset (14 at inset 14); glyphs 22–24; labels 13–14 weight 600 over a state line 12

Rules4
  • Each tile is its own glass body, 16 px from the next (never under 8); no glass panel behind the grid and no glass buttons inside a tile: inner buttons are flat (solid accent on, white 18 % off).
  • Labels only on 2×1 and larger tiles; 1×1 toggles and sliders carry an accessible name and no visible label.
  • Glyphs and labels are white in both themes; raise the dim until labels reach 4.5:1 over the brightest wallpaper (55–60 % over a light sky).
  • The slider level is a flat fill clipped by the tile's corners; it never refracts.
Anatomy6
  • the world behind dimmed (black 55–60 % light / 50 % dark) and blurred 2–4 px
  • separate clear-glass tiles, no glass panel behind the grid
  • 1×1 round toggles: a white glyph, no label
  • 2×1 tile: a flat round button, then the label and its state
  • 2×2 tiles: four flat round buttons, or artwork, title and flat transport glyphs
  • tall slider: a flat white fill rising inside the glass, the glyph at the bottom
States4
  • toggle off: clear glass, white glyph
  • toggle on: accent-filled (#2B6BFF in both themes) with a white glyph; rim and edge line stay
  • slider: the fill follows the finger; the glyph turns dark (#1D1D1F 82 %) where the fill covers it
  • press: a tile grows 1.05

Questions

What material is a liquid glass control module?

Lens (clear), one body per tile material with a convex (1×1 circles) · bevel (tiles and sliders) edge profile, in the overlay (over a dimmed world) layer. Quick settings tiles: round toggles, labelled tiles, level sliders and a media tile over the dimmed system.

How big is a liquid glass control module?

A 64 px grid unit with 16 px gaps (four columns: 304 wide); 1×1 round toggle 60–64; 2×1 tile 144 × 64, radius 22–26 (26); 2×2 tile 144², radius 26–28 (28); tall slider 64 × 144, radius 22–26 (26); flat round buttons inside a tile 52 (2×2) or 40 (2×1); artwork radius = tile radius − inset (14 at inset 14); glyphs 22–24; labels 13–14 weight 600 over a state line 12.

What bezel, displacement and blur does it use?

Bezel 1×1: = radius (32) · tiles: = corner radius (26–28); displacement 0.5 × radius (16) · 0.4 × bezel (10.5–11); blur 0.5–1 (px).

Which states does a liquid glass control module need?

Toggle off: clear glass, white glyph; toggle on: accent-filled (#2B6BFF in both themes) with a white glyph; rim and edge line stay; slider: the fill follows the finger; the glyph turns dark (#1D1D1F 82 %) where the fill covers it; press: a tile grows 1.05.