# Design tokens — Deck Hearth Reference for the design-token surface. The canonical product brand is **Deck Hearth** (post-`pick-a-name` PR #21, 2026-05-24); the visual direction is **Liquid Glass** (post-`liquid-glass-design-tokens` PR TBD, 2026-06-03 — see `.convoys/liquid-glass-redesign.md`). Every color token is defined in `styles/globals.css` and consumed via `var(--token-name)`. **Do not** hardcode hex in `.js` files; the post- `cleanup-legacy-design-css` `forbidden-hex-in-jsx` lint gate will fail the build (see `.convoys/cleanup-legacy-design-css.md` for the planned gate). ## Layer overview | Layer | Purpose | Tokens | | --- | --- | --- | | Base palette | Theme-tuned background + text + accent colors | `--bg-*`, `--text-*`, `--accent-*`, `--border` — pre-existing | | Surface (glass) | Translucent panel fills | `--glass-surface-{low,mid,high}` | | Blur + saturate | `backdrop-filter` ingredients | `--glass-blur-{low,mid,high}`, `--glass-saturate` | | Rim-light | Edge definition on glass surfaces | `--rim-light-{inner,outer}` | | Ember rim | Brand-accent rings for interactive primaries | `--ember-rim-color` (RGB triple), `--ember-rim-{subtle,pronounced}` | | Elevation | Shadow stacks | `--elevation-{flat,ambient,pronounced}` | | Modal scrim | Backdrop fill behind modals | `--modal-scrim` | ## Surface tokens Three-step legibility ramp. Higher number = more opaque. | Token | Light value | Dark value | Use | | --- | --- | --- | --- | | `--glass-surface-low` | `rgba(254, 252, 248, 0.55)` | `rgba(26, 15, 10, 0.55)` | Modal panels (inside a scrim), card detail, inline glass sub-panels | | `--glass-surface-mid` | `rgba(254, 252, 248, 0.68)` | `rgba(26, 15, 10, 0.68)` | Sidebar rail, header strip, mobile bottom-bar | | `--glass-surface-high` | `rgba(254, 252, 248, 0.82)` | `rgba(26, 15, 10, 0.82)` | Popovers, dropdowns, tooltips | Always paired with `backdrop-filter: blur(...) saturate(var(--glass-saturate))`. ## Blur + saturate tokens | Token | Value | Use | | --- | --- | --- | | `--glass-blur-low` | `12px` | Inline glass panels with adjacent flat surfaces | | `--glass-blur-mid` | `20px` | Default panel + nav | | `--glass-blur-high` | `32px` | Modal scrim — heavy, immersive | | `--glass-saturate` | `140%` | Vibrancy boost on all glass surfaces | Theme-independent (same value in both themes). ## Rim-light tokens The hairline edges that define a glass surface against the background. | Token | Light value | Dark value | Use | | --- | --- | --- | --- | | `--rim-light-inner` | `inset 0 1px 0 0 rgba(255, 255, 255, 0.65)` | `inset 0 1px 0 0 rgba(255, 248, 240, 0.12)` | Top-edge inner highlight (light cast onto glass from above) | | `--rim-light-outer` | `0 0 0 1px rgba(45, 24, 16, 0.08)` | `0 0 0 1px rgba(255, 248, 240, 0.06)` | Hairline outer ring | Consumed inside `box-shadow:` lists, typically together: `box-shadow: var(--rim-light-inner), var(--rim-light-outer), var(--elevation-ambient);`. ## Ember rim tokens Brand-accent rings. Pronounced on interactive primaries; subtle on ambient surfaces. | Token | Light value | Dark value | Use | | --- | --- | --- | --- | | `--ember-rim-color` | `216, 67, 21` (RGB triple) | same | Composable: `rgba(var(--ember-rim-color), 0.42)` for custom alphas | | `--ember-rim-subtle` | `inset 0 0 0 1px rgba(216, 67, 21, 0.35)` | `inset 0 0 0 1px rgba(216, 67, 21, 0.40)` | Ambient surfaces (nav rail rest state, header) | | `--ember-rim-pronounced` | `inset 0 0 0 1px rgba(216, 67, 21, 0.55), 0 0 16px 0 rgba(216, 67, 21, 0.30)` | `inset 0 0 0 1px rgba(216, 67, 21, 0.65), 0 0 16px 0 rgba(216, 67, 21, 0.35)` | Interactive primaries (buttons, focused inputs, selected cards) | Dark theme rim alphas are slightly higher to compensate for ember orange reading less vibrant on dark backgrounds (eye-perception correction). ## Elevation tokens | Token | Light value | Dark value | Use | | --- | --- | --- | --- | | `--elevation-flat` | `none` | `none` | Explicit "no shadow" (inline glass sub-panels) | | `--elevation-ambient` | `0 4px 12px -2px rgba(45, 24, 16, 0.08), 0 2px 4px -1px rgba(45, 24, 16, 0.04)` | `0 4px 12px -2px rgba(0, 0, 0, 0.40), 0 2px 4px -1px rgba(0, 0, 0, 0.30)` | Default elevated surfaces (popovers, sidebar) | | `--elevation-pronounced` | `0 24px 48px -12px rgba(45, 24, 16, 0.20), 0 12px 24px -6px rgba(45, 24, 16, 0.10), 0 4px 8px -2px rgba(45, 24, 16, 0.06)` | `0 24px 48px -12px rgba(0, 0, 0, 0.55), 0 12px 24px -6px rgba(0, 0, 0, 0.40), 0 4px 8px -2px rgba(0, 0, 0, 0.25)` | Modal panels, card detail full view | Light theme uses warm-brown-tinted shadows (`rgba(45, 24, 16, ...)`) for thematic consistency. Dark theme uses pure black for crisp depth. ## Modal scrim token | Token | Light value | Dark value | | --- | --- | --- | | `--modal-scrim` | `rgba(45, 24, 16, 0.35)` | `rgba(0, 0, 0, 0.55)` | Combined with `backdrop-filter: blur(var(--glass-blur-high))` (32px) at the `` primitive level (sub-convoy #2 ships that primitive). ## Composite recipes Six common compositions. These are documentation patterns — they're NOT new CSS variables. Primitive authors compose them as shown. | Recipe | CSS composition | | --- | --- | | Modal scrim | `background: var(--modal-scrim); backdrop-filter: blur(var(--glass-blur-high)) saturate(var(--glass-saturate));` | | Modal panel | `background: var(--glass-surface-low); backdrop-filter: blur(var(--glass-blur-mid)) saturate(var(--glass-saturate)); box-shadow: var(--rim-light-inner), var(--rim-light-outer), var(--elevation-pronounced);` | | Sidebar rail | `background: var(--glass-surface-mid); backdrop-filter: blur(var(--glass-blur-mid)) saturate(var(--glass-saturate)); box-shadow: var(--rim-light-inner), var(--rim-light-outer);` | | Popover | `background: var(--glass-surface-high); backdrop-filter: blur(var(--glass-blur-mid)) saturate(var(--glass-saturate)); box-shadow: var(--rim-light-inner), var(--ember-rim-subtle), var(--elevation-ambient);` | | Glass button (primary, hover) | `background: var(--glass-surface-high); backdrop-filter: blur(var(--glass-blur-low)) saturate(var(--glass-saturate)); box-shadow: var(--rim-light-inner), var(--ember-rim-pronounced);` | | Glass card detail | `background: var(--glass-surface-low); backdrop-filter: blur(var(--glass-blur-mid)) saturate(var(--glass-saturate)); box-shadow: var(--rim-light-inner), var(--rim-light-outer), var(--elevation-pronounced);` | ## Contrast measurements (WCAG 2.2 AA target) Glass surfaces composited over the **default** `--bg-primary` (best case). For the "glass over busy card art" worst case, see § "When NOT to use glass" below. ### Light theme | Glass token | vs `--text-primary` (#2d1810) | vs `--text-secondary` (#5d4037) | AA pass? | | --- | --- | --- | --- | | `--glass-surface-low` (α=0.55) | 15.18 : 1 | 6.86 : 1 | ✅ ✅ AAA / AA | | `--glass-surface-mid` (α=0.68) | 15.18 : 1 | 6.86 : 1 | ✅ ✅ | | `--glass-surface-high` (α=0.82) | 15.18 : 1 | 6.86 : 1 | ✅ ✅ | | Fallback (α=0.92) | 15.18 : 1 | 6.86 : 1 | ✅ ✅ | ### Dark theme | Glass token | vs `--text-primary` (#fff8f0) | vs `--text-secondary` (#d7c4b0) | AA pass? | | --- | --- | --- | --- | | `--glass-surface-low` (α=0.55) | 17.84 : 1 | 11.42 : 1 | ✅ ✅ AAA / AAA | | `--glass-surface-mid` (α=0.68) | 17.84 : 1 | 11.42 : 1 | ✅ ✅ | | `--glass-surface-high` (α=0.82) | 17.84 : 1 | 11.42 : 1 | ✅ ✅ | | Fallback (α=0.92) | 17.84 : 1 | 11.42 : 1 | ✅ ✅ | ### Ember rim (WCAG SC 1.4.11 — non-text contrast, AA = 3:1) | Rim token | Light contrast | Dark contrast | AA pass? | | --- | --- | --- | --- | | `--ember-rim-subtle` | 3.18 : 1 | 4.41 : 1 | ✅ ✅ | | `--ember-rim-pronounced` | 4.92 : 1 | 6.18 : 1 | ✅ ✅ | ## When NOT to use glass The contrast measurements above assume glass over `--bg-primary`. Glass over arbitrary card grids or vibrant card images is not guaranteed-legible. Four rules: 1. **`--glass-surface-low`** — ONLY use inside a `--modal-scrim` (the scrim pre-darkens / pre-blurs the page; contrast becomes predictable). 2. **`--glass-surface-mid`** — Use over surfaces that are themselves flat (sidebar rails over the page background; NOT over card grids). 3. **`--glass-surface-high`** — Use for popovers, but ensure the popover's contents would hit 4.5:1 against `--bg-primary` directly. At 0.82α the surface is functionally a tinted-flat panel. 4. **Never** place body text on a glass surface positioned over a card grid without an opaque inner panel. ## Per-card grid performance budget `backdrop-filter` is GPU-expensive. Stacked instances on long card grids hurt scroll performance. - **Card grid items** (`components/CardItem.js`): NO `backdrop-filter`. Solid `--bg-secondary` background + cheap shadow + rarity glow. - **Card grid containers** (the wrapping panel): MAY use glass. - **Card detail view** (`components/CardDetailView.js`): full glass. - **Card3D hover preview**: keeps 3D transform; uses `--elevation-pronounced` + `--ember-rim-pronounced`; no `backdrop-filter`. This is the contract sub-convoy #5 (`liquid-glass-card-surfaces`) implements. See `.convoys/liquid-glass-card-surfaces.md` for detail. ## Browser support + fallback `backdrop-filter` is supported in all evergreen browsers: | Browser | Support | | --- | --- | | Safari 18+ (macOS, iOS) | Native | | Chrome / Edge 76+ | Native | | Firefox 103+ | Native | | Safari 9–17 | `-webkit-backdrop-filter` prefix needed | | Chrome 17–75, Firefox <103, IE 11 | **Unsupported — fallback fires** | Global support >97% (caniuse 2026-06-03). Fallback fires on <3% of sessions and collapses the surface ramp to 0.92 / 0.95 / 0.98 — visually similar to flat panels but preserves ramp ordering. ## Reduced motion This document does not document animations — those are governed by `docs/MOTION_SYSTEM.md` (shipped by sub-convoy #7, `.convoys/motion-system-pass.md`). When that doc lands, it MUST respect `@media (prefers-reduced-motion: reduce)` for every animation. ## Deprecations - **`fire-glow-bg`** (page-level background animation in `styles/globals.css` lines ~755–757) — scheduled for deletion by `motion-system-pass` (sub-convoy #7). Replacement: localized `ember-float` accent on landing hero only. Do NOT consume `fire-glow-bg` in new code. - **`--accent-blue` / `--accent-purple` / `--accent-pink` aliases** (`styles/globals.css` lines ~116–118, ~146–149) — scheduled for deletion by `cleanup-legacy-design-css` (sub-convoy #8). They alias flame/ember/gold and are pre-Deck-Hearth-era debt. Do NOT consume in new code; use the canonical `--accent-flame` / `--accent-ember` / `--accent-gold` directly. - **`.gradient-text-blue` / `.gradient-text-purple` / `.glow-blue` / `.glow-purple` / `.glow-pink`** — same; deletion in #8. - **`.fire-glow` / `.ember-glow`** — utility classes superseded by `--ember-rim-{subtle,pronounced}`. Deletion in #8. ## Related convoys - `.convoys/liquid-glass-redesign.md` — umbrella epic. - `.convoys/liquid-glass-design-tokens.md` — this token surface. - `.convoys/liquid-glass-modal-and-surface-primitive.md` — `` + `` primitives consuming these tokens. - `.convoys/cleanup-legacy-design-css.md` — sweeps deprecations. - `.convoys/motion-system-pass.md` — motion taxonomy (parallel scope).