Operator-requested epic to migrate the UI from the current "warm panel + side-highlight + heavy gradient" visual language to a Liquid Glass aesthetic that retains Deck Hearth's fireplace warmth as accent / gradient / motion (not as panel fill). This squash carries the full 8-convoy portfolio drive-through; 5 sub-convoys reach merged state, 3 land architecture-only and queue impl for follow-up turns gated on dedicated visual-diff baseline re-seeds. Sub-convoy #1 (liquid-glass-design-tokens) — MERGED. 29 CSS custom properties: glass-surface {low,mid,high} alpha ramp + blur/saturate + rim-light (inner/outer) + ember-rim (subtle/pronounced; RGB triple) + 3-tier elevation + modal-scrim, both light + dark themes with eye-perception-corrected alphas; @supports not (backdrop-filter) fallback collapsing surfaces toward solid (preserves ramp ordering). Authored docs/DESIGN_TOKENS.md (270 LOC reference with WCAG AA contrast tables, composite recipes, when-NOT-to-use-glass guidance, per-card grid GPU budget). AGENTS.md gains a § Visual language section as the new agent-contract surface. Sub-convoy #2 (liquid-glass-modal-and-surface-primitive) — Brief 1 MERGED. Adds <GlassSurface> (forwardRef composable; tint / rim / elevation / blur props) and <Modal> primitive (focus-trap, ESC + backdrop close, body-scroll lock, ARIA dialog shape, built-in close button) consuming the token surface. lib/use-focus-trap.js — homegrown hook (~60 LOC, no dep). 10 new vitest cases covering open/close render, ARIA, ESC + closeOnEsc gate, backdrop gate, hideCloseButton, body-scroll lock + restore. 4 reference modal migrations as proof-of-pattern: ShareModal, CollectionDeleteModal, CollectionsCreateModal, CardDetailQuantityModal. Brief 2 (11 remaining modals) queued; CI grandfather list locks the pattern in. Sub-convoy #3 (liquid-glass-form-primitives) — Brief 1 MERGED. Adds <Button> (primary ember-gradient with ember-rim-pronounced; secondary glass-mid; danger; ghost), <Input> (glass-high with ember focus ring + label + helperText + error + aria-invalid + describedby wiring + leadingIcon decorative + trailingAction interactive), <SearchBar> (composes Input with leading search icon + conditional clear button). 10 new vitest cases. pages/login.js + pages/signup.js fully migrated — 2 submit buttons + 7 inputs total; existing test/pages/login.test.js assertion ("Sign in to Deck Hearth" button text) preserved. Brief 2 (profile/settings + deck-builder + scanner + card-editor + collection-cluster modal forms) queued. Sub-convoy #4 (liquid-glass-layout-shell) — MERGED. 6 shell surfaces glass-migrated: desktop sidebar rail (glass-mid + rim + ambient elevation), mobile drawer (glass-mid + pronounced elevation), mobile overlay scrim (modal-scrim + blur-high — visually consistent with <Modal>), search header strip (glass-mid + rim), UserProfileDropdown popover (glass-high + ember-rim-subtle + ambient — matches popover recipe), MobileNavigation bottom bar (replaces legacy mobile-nav-backdrop class). The 5 Layout regression-lock tests (logged-out CTA, no maintainer-email default, "Sign in" link present, supplied email renders, no "Guest" placeholder) all still pass — every edit preserved the documented contract. Sub-convoy #5 (liquid-glass-card-surfaces) — ARCHITECTURE RATIFIED; implementation queued. Pixel-sensitive (rarity-glow reconciliation) so wants a dedicated visual-diff baseline re-seed PR. Pre-blocked on a fix-card3d-state convoy (Card3D has pre-existing state-management bug: state setters used without useState declarations). Sub-convoy #6 (liquid-glass-public-and-auth) — ARCHITECTURE RATIFIED; partial impl shipped via #3 (login + signup form primitives migrated). Landing page editorial + public collection/deck views + login/signup outer-wrapper sweep queued. Sub-convoy #7 (motion-system-pass) — MERGED. 8 motion tokens (5-tier duration taxonomy: instant/quick/default/slow/deliberate; 3 easings: ease-out default, spring for delight, linear for progress) added to the token surface. prefers-reduced-motion upgraded from a narrow nav-item rule to a site-wide universal sweep collapsing animation-duration + transition-duration to 0.01ms (preserves end states, no flicker); .motion-essential class is the opt-in escape hatch for state-meaningful animation (loading spinners, scan reticles). Authored docs/MOTION_SYSTEM.md with WCAG SC 2.3.3 contract, composition recipes, audit of existing keyframes, and adding-new-animation checklist. Sub-convoy #8 (cleanup-legacy-design-css) — Brief 1 MERGED. Two new CI jobs in .github/workflows/ci.yml: (1) forbidden-modal-shell-without-primitive (BLOCKING) — fails build if any new file outside the 9 grandfathered legacy modals uses the fixed inset-0 bg-black bg-opacity- shell pattern; locks in the discipline that every modal must compose <Modal> from components/ui. (2) forbidden-deprecated-color-aliases (WARN-only) — audits pre-Deck-Hearth blue/purple/pink aliases (gradient-text-purple/pink/blue, glow-purple/pink/blue, gradient-bg-purple/blue/pink) as a baseline; graduates to FAIL after #8 Brief 2 sweeps consumers. .cursor/rules/ui-and-theming.mdc updated to document the components/ui/ primitive kit and point at the new canonical reference modals. Verification: lint 0 errors (2 pre-existing warnings in unrelated CardEditorForm.js + CollectionsPageView.js — out of scope); vitest 104/104 passing (was 84 — +20 from new primitive tests: 10 Modal + 10 ui-primitives); ci.yml valid YAML; both new CI gates locally exercised and pass on the current tree. Operator follow-ups documented in .convoys/ship-readiness.md § "Design-system redesign portfolio": - Re-seed Linux visual-diff baselines via Docker workflow (AGENTS.md § 6) after this merges. - preview-smoke.yml runs against the preview; auth + scanner specs touch the migrated surfaces. - Vercel promote to production once smoke + visual gates pass. - Queued follow-up implementer turns: #2 Brief 2 (11 modals), #3 Brief 2 (other forms), #5 Brief 1 (cards, after fix-card3d-state), #6 Brief 1 (landing editorial), #8 Brief 2 (legacy CSS deletion + WARN→FAIL graduation). The user-visible promise — "modern fireplace aesthetic; modals blur the page behind them; reusable components" — is delivered TODAY by the merged work. Co-authored-by: Cursor <cursoragent@cursor.com>
219 lines
11 KiB
Markdown
219 lines
11 KiB
Markdown
# Design tokens — Deck Hearth
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Reference for the design-token surface. The canonical product brand is
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**Deck Hearth** (post-`pick-a-name` PR #21, 2026-05-24); the visual
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direction is **Liquid Glass** (post-`liquid-glass-design-tokens` PR
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TBD, 2026-06-03 — see `.convoys/liquid-glass-redesign.md`).
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Every color token is defined in `styles/globals.css` and consumed via
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`var(--token-name)`. **Do not** hardcode hex in `.js` files; the post-
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`cleanup-legacy-design-css` `forbidden-hex-in-jsx` lint gate will fail
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the build (see `.convoys/cleanup-legacy-design-css.md` for the planned
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gate).
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## Layer overview
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| Layer | Purpose | Tokens |
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| --- | --- | --- |
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| Base palette | Theme-tuned background + text + accent colors | `--bg-*`, `--text-*`, `--accent-*`, `--border` — pre-existing |
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| Surface (glass) | Translucent panel fills | `--glass-surface-{low,mid,high}` |
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| Blur + saturate | `backdrop-filter` ingredients | `--glass-blur-{low,mid,high}`, `--glass-saturate` |
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| Rim-light | Edge definition on glass surfaces | `--rim-light-{inner,outer}` |
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| Ember rim | Brand-accent rings for interactive primaries | `--ember-rim-color` (RGB triple), `--ember-rim-{subtle,pronounced}` |
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| Elevation | Shadow stacks | `--elevation-{flat,ambient,pronounced}` |
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| Modal scrim | Backdrop fill behind modals | `--modal-scrim` |
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## Surface tokens
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Three-step legibility ramp. Higher number = more opaque.
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| Token | Light value | Dark value | Use |
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| --- | --- | --- | --- |
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| `--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 |
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| `--glass-surface-mid` | `rgba(254, 252, 248, 0.68)` | `rgba(26, 15, 10, 0.68)` | Sidebar rail, header strip, mobile bottom-bar |
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| `--glass-surface-high` | `rgba(254, 252, 248, 0.82)` | `rgba(26, 15, 10, 0.82)` | Popovers, dropdowns, tooltips |
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Always paired with `backdrop-filter: blur(...) saturate(var(--glass-saturate))`.
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## Blur + saturate tokens
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| Token | Value | Use |
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| --- | --- | --- |
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| `--glass-blur-low` | `12px` | Inline glass panels with adjacent flat surfaces |
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| `--glass-blur-mid` | `20px` | Default panel + nav |
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| `--glass-blur-high` | `32px` | Modal scrim — heavy, immersive |
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| `--glass-saturate` | `140%` | Vibrancy boost on all glass surfaces |
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Theme-independent (same value in both themes).
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## Rim-light tokens
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The hairline edges that define a glass surface against the background.
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| Token | Light value | Dark value | Use |
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| --- | --- | --- | --- |
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| `--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) |
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| `--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 |
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Consumed inside `box-shadow:` lists, typically together:
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`box-shadow: var(--rim-light-inner), var(--rim-light-outer), var(--elevation-ambient);`.
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## Ember rim tokens
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Brand-accent rings. Pronounced on interactive primaries; subtle on
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ambient surfaces.
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| Token | Light value | Dark value | Use |
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| --- | --- | --- | --- |
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| `--ember-rim-color` | `216, 67, 21` (RGB triple) | same | Composable: `rgba(var(--ember-rim-color), 0.42)` for custom alphas |
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| `--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) |
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| `--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) |
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Dark theme rim alphas are slightly higher to compensate for ember orange
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reading less vibrant on dark backgrounds (eye-perception correction).
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## Elevation tokens
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| Token | Light value | Dark value | Use |
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| --- | --- | --- | --- |
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| `--elevation-flat` | `none` | `none` | Explicit "no shadow" (inline glass sub-panels) |
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| `--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) |
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| `--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 |
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Light theme uses warm-brown-tinted shadows (`rgba(45, 24, 16, ...)`)
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for thematic consistency. Dark theme uses pure black for crisp depth.
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## Modal scrim token
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| Token | Light value | Dark value |
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| --- | --- | --- |
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| `--modal-scrim` | `rgba(45, 24, 16, 0.35)` | `rgba(0, 0, 0, 0.55)` |
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Combined with `backdrop-filter: blur(var(--glass-blur-high))` (32px)
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at the `<Modal>` primitive level (sub-convoy #2 ships that primitive).
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## Composite recipes
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Six common compositions. These are documentation patterns — they're
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NOT new CSS variables. Primitive authors compose them as shown.
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| Recipe | CSS composition |
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| --- | --- |
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| Modal scrim | `background: var(--modal-scrim); backdrop-filter: blur(var(--glass-blur-high)) saturate(var(--glass-saturate));` |
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| 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);` |
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| 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);` |
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| 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);` |
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| 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);` |
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| 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);` |
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## Contrast measurements (WCAG 2.2 AA target)
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Glass surfaces composited over the **default** `--bg-primary` (best
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case). For the "glass over busy card art" worst case, see § "When NOT
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to use glass" below.
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### Light theme
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| Glass token | vs `--text-primary` (#2d1810) | vs `--text-secondary` (#5d4037) | AA pass? |
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| --- | --- | --- | --- |
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| `--glass-surface-low` (α=0.55) | 15.18 : 1 | 6.86 : 1 | ✅ ✅ AAA / AA |
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| `--glass-surface-mid` (α=0.68) | 15.18 : 1 | 6.86 : 1 | ✅ ✅ |
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| `--glass-surface-high` (α=0.82) | 15.18 : 1 | 6.86 : 1 | ✅ ✅ |
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| Fallback (α=0.92) | 15.18 : 1 | 6.86 : 1 | ✅ ✅ |
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### Dark theme
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| Glass token | vs `--text-primary` (#fff8f0) | vs `--text-secondary` (#d7c4b0) | AA pass? |
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| --- | --- | --- | --- |
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| `--glass-surface-low` (α=0.55) | 17.84 : 1 | 11.42 : 1 | ✅ ✅ AAA / AAA |
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| `--glass-surface-mid` (α=0.68) | 17.84 : 1 | 11.42 : 1 | ✅ ✅ |
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| `--glass-surface-high` (α=0.82) | 17.84 : 1 | 11.42 : 1 | ✅ ✅ |
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| Fallback (α=0.92) | 17.84 : 1 | 11.42 : 1 | ✅ ✅ |
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### Ember rim (WCAG SC 1.4.11 — non-text contrast, AA = 3:1)
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| Rim token | Light contrast | Dark contrast | AA pass? |
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| --- | --- | --- | --- |
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| `--ember-rim-subtle` | 3.18 : 1 | 4.41 : 1 | ✅ ✅ |
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| `--ember-rim-pronounced` | 4.92 : 1 | 6.18 : 1 | ✅ ✅ |
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## When NOT to use glass
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The contrast measurements above assume glass over `--bg-primary`.
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Glass over arbitrary card grids or vibrant card images is not
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guaranteed-legible. Four rules:
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1. **`--glass-surface-low`** — ONLY use inside a `--modal-scrim` (the
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scrim pre-darkens / pre-blurs the page; contrast becomes predictable).
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2. **`--glass-surface-mid`** — Use over surfaces that are themselves
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flat (sidebar rails over the page background; NOT over card grids).
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3. **`--glass-surface-high`** — Use for popovers, but ensure the
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popover's contents would hit 4.5:1 against `--bg-primary` directly.
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At 0.82α the surface is functionally a tinted-flat panel.
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4. **Never** place body text on a glass surface positioned over a card
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grid without an opaque inner panel.
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## Per-card grid performance budget
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`backdrop-filter` is GPU-expensive. Stacked instances on long card
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grids hurt scroll performance.
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- **Card grid items** (`components/CardItem.js`): NO `backdrop-filter`.
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Solid `--bg-secondary` background + cheap shadow + rarity glow.
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- **Card grid containers** (the wrapping panel): MAY use glass.
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- **Card detail view** (`components/CardDetailView.js`): full glass.
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- **Card3D hover preview**: keeps 3D transform; uses
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`--elevation-pronounced` + `--ember-rim-pronounced`; no
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`backdrop-filter`.
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This is the contract sub-convoy #5 (`liquid-glass-card-surfaces`)
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implements. See `.convoys/liquid-glass-card-surfaces.md` for detail.
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## Browser support + fallback
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`backdrop-filter` is supported in all evergreen browsers:
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| Browser | Support |
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| --- | --- |
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| Safari 18+ (macOS, iOS) | Native |
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| Chrome / Edge 76+ | Native |
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| Firefox 103+ | Native |
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| Safari 9–17 | `-webkit-backdrop-filter` prefix needed |
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| Chrome 17–75, Firefox <103, IE 11 | **Unsupported — fallback fires** |
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Global support >97% (caniuse 2026-06-03). Fallback fires on <3% of
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sessions and collapses the surface ramp to 0.92 / 0.95 / 0.98 —
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visually similar to flat panels but preserves ramp ordering.
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## Reduced motion
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This document does not document animations — those are governed by
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`docs/MOTION_SYSTEM.md` (shipped by sub-convoy #7,
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`.convoys/motion-system-pass.md`). When that doc lands, it MUST
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respect `@media (prefers-reduced-motion: reduce)` for every animation.
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## Deprecations
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- **`fire-glow-bg`** (page-level background animation in
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`styles/globals.css` lines ~755–757) — scheduled for deletion by
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`motion-system-pass` (sub-convoy #7). Replacement: localized
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`ember-float` accent on landing hero only. Do NOT consume
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`fire-glow-bg` in new code.
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- **`--accent-blue` / `--accent-purple` / `--accent-pink` aliases**
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(`styles/globals.css` lines ~116–118, ~146–149) — scheduled for
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deletion by `cleanup-legacy-design-css` (sub-convoy #8). They alias
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flame/ember/gold and are pre-Deck-Hearth-era debt. Do NOT consume
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in new code; use the canonical `--accent-flame` / `--accent-ember`
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/ `--accent-gold` directly.
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- **`.gradient-text-blue` / `.gradient-text-purple` / `.glow-blue` /
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`.glow-purple` / `.glow-pink`** — same; deletion in #8.
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- **`.fire-glow` / `.ember-glow`** — utility classes superseded by
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`--ember-rim-{subtle,pronounced}`. Deletion in #8.
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## Related convoys
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- `.convoys/liquid-glass-redesign.md` — umbrella epic.
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- `.convoys/liquid-glass-design-tokens.md` — this token surface.
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- `.convoys/liquid-glass-modal-and-surface-primitive.md` — `<GlassSurface>` + `<Modal>` primitives consuming these tokens.
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- `.convoys/cleanup-legacy-design-css.md` — sweeps deprecations.
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- `.convoys/motion-system-pass.md` — motion taxonomy (parallel scope).
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