Effect

Liquid glass specular

A thin bright line hugging the silhouette, brightest where the edge faces the key light (top-left): on a wide capsule the whole top edge and left cap; a dimmer counter-light along the bottom edge and right cap; a soft glow just inside the edge.

A clear glass capsule over a night skyline, its rim brightest along the top edge and left cap and dimmer along the bottom edge and right cap.

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.

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Use in
Every glass body; it separates glass from the backdrop on busy and on flat scenes.
Avoid
Uniform white border; thick glowing outlines; painted gloss stripes across the face; dark inner shadows (bevel/emboss).

Parameters. rim 1 px (1.5 on large panels); light: key 92–100 %, flanks 15–30 %, counter 50–65 %; dark: key 60–75 %, flanks 10–18 %, counter 30–40 %; a 1 px dark edge line outside the rim (black 10–14 % light, 28–36 % dark); inner glow 6–10 px, 50–80 % key / 20–35 % counter.

How it is built
Design tool
Inner shadow x1.5 y1.5 blur0 spread−0.5 white 90 % (key) + inner shadow x−1.5 y−1.5 blur0 spread−0.5 white 50 % (counter) + 0.5 px inside stroke white 22 %; glow: inner shadows x2 y3 b8 s−4 white 70 % and x−2 y−3 b8 s−4 white 35 %. Offset inner shadows follow the shape; a 135° gradient stroke does not (it lights only the left end of a wide capsule). Figma Glass: Light angle −45°, intensity 50–80 %.
Web
Rim: offset inset box-shadows (key +1.5/+1.5, counter −1.5/−1.5, spread −0.5, plus a 0.5 px hairline) on a layer above the optic; glow: blurred inset shadows. Both below the content.
Shader, in one line
facing = dot(normal, normalize(vec2(-1,-1))); rim = 1 - smoothstep(0, 1.5, -sdf); add rim * mix(0.5, 0.9, max(facing, 0)) and a glow that fades over the outer 35 % of the bezel.

Questions

Where should specular be used?

Every glass body; it separates glass from the backdrop on busy and on flat scenes.

When should specular be avoided?

Uniform white border; thick glowing outlines; painted gloss stripes across the face; dark inner shadows (bevel/emboss).

How is specular built on the web?

Rim: offset inset box-shadows (key +1.5/+1.5, counter −1.5/−1.5, spread −0.5, plus a 0.5 px hairline) on a layer above the optic; glow: blurred inset shadows. Both below the content.