Effect

Liquid glass refraction

The scene behind is pulled inward and magnified through the shape: strongest at the silhouette, fading smoothly across the bezel band, calm in the centre.

A convex circular lens over a dark calibration grid, magnifying the lines across its whole face and curving them most toward its rim.

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

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Use in
Every liquid-glass body. It is the defining effect.
Avoid
Refracting text/icons on the glass; displacement past the profile's limit, so the image folds (rings, mirrored content); an edge profile that stands vertical at the silhouette, which packs the bend into 1–2 px and reads as blur-only; refraction over flat colour where it cannot be seen.

Parameters. bezel = corner radius (panels 24–28, capsules and circles h/2); displacement 0.4 × bezel (bevel) or 0.5 × radius (convex circle), press +15 %; fold limit 0.5 × bezel (bevel), 0.67 × radius (convex), 0.17 × bezel (rim); the same values over photos, text and grids. Profiles bevel/convex/rim: shift (1 − s)², ρ(1 + ρ)/2, the bevel over the outer 35 %.

How it is built
Design tool
Figma Glass effect: Refraction 50–90, Depth ≈ bezel. Manual: masked backdrop copy scaled 106–110 % plus an edge-ring copy scaled 115–125 %.
Web
Tier A: SVG feDisplacementMap from an SDF displacement map, applied with backdrop-filter: url(#id) (Chromium). Tier C: WebGL shader sampling the backdrop at an inward offset.
Shader, in one line
offset = -normal(sdf) * bend(depth) * displacement; sample backdrop at px + offset. bend(s) = (1 - s)^2 (bevel), (1 - s)(2 - s)/2 (convex): the slope of a rounded edge, finite at the silhouette.

Questions

Where should refraction be used?

Every liquid-glass body. It is the defining effect.

When should refraction be avoided?

Refracting text/icons on the glass; displacement past the profile's limit, so the image folds (rings, mirrored content); an edge profile that stands vertical at the silhouette, which packs the bend into 1–2 px and reads as blur-only; refraction over flat colour where it cannot be seen.

How is refraction built on the web?

Tier A: SVG feDisplacementMap from an SDF displacement map, applied with backdrop-filter: url(#id) (Chromium). Tier C: WebGL shader sampling the backdrop at an inward offset.