Liquid Glass Forge

A different kind of surface.

Optical glass for the web. Real refraction with native controls.

LIVE MATERIAL / TIDALPreparing the material…

The backdrop reads “Light is a material.” Drag the clear glass lens across the lettering to see it bend.

Drag across the type. See the edges bend.

Clear center. Deep edges. A live lens and working glass toolbar.

Keyboard friendly · Motion is optional

MEET LIQUID GLASS FORGE

A material engine.
Your interface.

Light that moves with your interface.

Liquid Glass Forge is an open-source material engine for the web. It refracts and diffuses an image, canvas, video or pixel source while your buttons, forms and links remain ordinary HTML.

Give the material something to see. Shape its edges, tune its clarity, then bring it into the framework you already use.

See how it fits together

Created by Nami PoursafargholiAKA Zenixev

Your source

Image · canvas · video · pixels

The Forge material

Refraction · diffusion · dispersion

Your interface

Native buttons, text and inputs

What makes the glass optical?

Forge displaces and samples a known source through a shaped surface. The WebGL renderer and bounded CPU renderer provide refraction and color dispersion, alongside blur, tint and edge highlights.

Can it capture any HTML background?

The optical renderer needs an explicit source; Forge does not automatically rasterize arbitrary DOM content. This site uses known artwork and media for the optical examples, and Forge’s CSS material for ordinary page controls.

What happens when transparency is unsuitable?

Opaque material follows reduced-transparency and increased-contrast preferences. You can also select CPU optics or a CSS material fallback. The original controls keep their browser behavior.

FIVE WAYS TO MAKE IT REAL.

From a material
to an experience.

Working interfaces, made with Forge.
Pick a world. Try the controls.

BENCHMARKS

Performance and reliability.

Frame timing, image storage and cleanup are measured on named workloads so teams can compare them with their own requirements.

CPU worker on Galaxy A04s

34.3–34.8 ms

p95 completion interval

One 320×180 surface in Android Chrome. Both worker repeats were within the 35 ms budget for this Phase 5 workload.

CPU benchmark results ↗

WebGL2 on Galaxy A04s

13.5–16.3 ms

p95 batch time

Four 640×360 outputs in a below-the-fold test layout on the Mali-G52. Source acquisition was timed separately.

WebGL benchmark results ↗

Worker soak on Apple M4 Mac

30 min

Vanilla JS, React, Vue and Angular in Chrome

Each adapter completed over 53,000 frames and 100 lifecycle cycles. Tracked workers and subscriptions returned to zero.

Soak and lifecycle results ↗

What this measures

p95 shows how long the slower updates take. Completion age helps teams catch stale glass, while image storage and lifecycle checks help them plan for dashboards and repeated navigation.

Where qualification stands

SwiftShader and later A04s runs missed timing limits. Sustained GPU and mobile coverage remain open. These numbers apply to the test campaigns listed above.

Read the methods and reproduction commands

FRAMEWORKS & DEVICES

Your stack.
The same material.

Four framework integrations, one source and material system.
See the installation guide for experimental packages.

Experimental npm preview
Framework availability and physical-device qualification are separate. The studio also includes renderer work ahead of the npm preview.

Read the full support guide

KNOW WHERE IT STANDS

Device coverage.

WebGL2 optics, bounded CPU rendering and CSS or opaque materials offer different ways to run. Device tiers stay experimental until their original checks are complete.

MacExperimental
WindowsExperimental
AndroidExperimental
iPhoneExperimental
iPadPhysically unqualified

BEAUTY, WITH SOMETHING BEHIND IT.

More than
a blur filter.

Pixels have a source. Light has a path.
And your content has the final say.

01 /

Give light something to work with.

An image, a canvas, a video, or your own pixels. Glass refracts an explicit, origin-clean source, so you know exactly what is being rendered.

02 /

Shape the material.

Rounded edges, refraction, optical blur and subtle highlights. A shared WebGL atlas or a bounded JavaScript CPU renderer does the optical work.

03 /

Keep the interface human.

Your buttons, labels and inputs stay native DOM. An opaque material preserves readable controls when transparency isn't the right choice.

QUICK START

Install for
your framework.

Choose your stack, copy its install command, and paste the starter into your app.

Read the setup guide

Experimental preview. Device and performance qualification remain open.

2. Add a CSS glass surface

index.html

Optional. Add WebGL refraction

Install the complete optical package set. Use a readable image, canvas or video as the source.

View the refraction setup ↗ Try the vanilla video recipe ↗

ROADMAP

What’s next for Forge.

The web engine is available as an experimental npm preview. These upcoming projects will have their own releases and support details.

ENUI

A web UI library built on Forge, starting with controls such as a glass button and segmented control.

Explore ENUI

Flutter

A Dart implementation with Flutter widgets.

Kotlin

A Kotlin implementation. Platform support will be documented with its preview.

ONE MORE THING.

UPCOMING UI LIBRARY

Interfaces, with
Forge at their core.

ENUI is an upcoming UI library built on Liquid Glass Forge. The material is the foundation; ENUI will bring it into a considered collection of interface components.

A personal signature: N for Nami.

Explore the Forge foundation

By Nami Poursafargholi · AKA Zenixev

The material, live today.
The ENUI component collection, coming next.