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Glass badge

A small label on glass for use over images, at the standard badge size.

npx shadcn@latest add https://ui.goodtabs.co/r/glass-badge.json

With the @goodtabs namespace in components.json: npx shadcn@latest add @goodtabs/glass-badge

New
Beta
Pro

New, Beta and Pro over a photo.

On a card

Featured
4.8
12 min read

Placed in three corners of an image card, with an icon and mono text.

Usage

import { GlassBadge } from "@/components/ui/glass-badge"

<GlassBadge>New</GlassBadge>

Props

PropTypeDefaultDescription
classNamestringPosition it with absolute classes or in a flex row. Size is fixed at 20px tall.

Source

glass-badge/glass-badge.tsx
import * as React from "react";

import { GlassSurface } from "@/components/ui/glass-surface";
import { cn } from "@/lib/utils";

/**
 * A small pane of glass for a label that sits on an image: new, beta, a count. Sized as the badge in
 * DESIGN.md: 20px tall, 6px of padding, text-xs. The rim is only 4px wide at this size, so the
 * refraction is a hint and the frost and fill do the work. Put it in a flex row or a span, not a paragraph.
 */
function GlassBadge({ className, ...props }: React.ComponentProps<typeof GlassSurface>) {
  return (
    <GlassSurface
      radius={4}
      rim={4}
      strength={8}
      blur={3}
      data-slot="glass-badge"
      className={cn(
        "inline-flex h-5 w-fit shrink-0 items-center justify-center gap-1 rounded-sm bg-background/65 px-1.5 text-xs font-medium whitespace-nowrap text-foreground [&_svg:not([class*='size-'])]:size-3",
        className,
      )}
      {...props}
    />
  );
}

export { GlassBadge };
components/ui/glass-surface.tsx
"use client";

import * as React from "react";

import { cn } from "@/lib/utils";

type GlassSurfaceProps = React.ComponentProps<"div"> & {
  /** Corner radius in pixels. Keep it equal to the rounded class on the surface, so the rim follows the edge. */
  radius?: number;
  /** Width of the bent rim in pixels. */
  rim?: number;
  /** How far the rim pushes what is behind it, in pixels. */
  strength?: number;
  /** Frost behind the glass, in pixels. */
  blur?: number;
};

/** Distance from a point to the edge of a rounded rectangle centred on the origin. Negative is inside. */
function roundedBoxDistance(x: number, y: number, halfWidth: number, halfHeight: number, radius: number) {
  const qx = Math.abs(x) - halfWidth + radius;
  const qy = Math.abs(y) - halfHeight + radius;
  return Math.hypot(Math.max(qx, 0), Math.max(qy, 0)) + Math.min(Math.max(qx, qy), 0) - radius;
}

/**
 * Paints a displacement map: red and green hold how far each pixel is pushed, 128 is no push.
 * Inside the rim the push points along the edge normal and falls off with a quarter circle, the
 * profile of a lens edge, so the centre of the glass stays flat.
 */
function paintRefractionMap(width: number, height: number, radius: number, rim: number) {
  const canvas = document.createElement("canvas");
  canvas.width = width;
  canvas.height = height;
  const context = canvas.getContext("2d");
  if (!context) return null;
  const image = context.createImageData(width, height);
  const halfWidth = width / 2;
  const halfHeight = height / 2;
  for (let py = 0; py < height; py++) {
    for (let px = 0; px < width; px++) {
      const x = px + 0.5 - halfWidth;
      const y = py + 0.5 - halfHeight;
      const edge = roundedBoxDistance(x, y, halfWidth, halfHeight, radius);
      const depth = Math.min(Math.max(-edge / rim, 0), 1);
      const bend = 1 - Math.sqrt(1 - (1 - depth) * (1 - depth));
      // The edge normal, by central differences on the distance field.
      const nx = roundedBoxDistance(x + 1, y, halfWidth, halfHeight, radius) - roundedBoxDistance(x - 1, y, halfWidth, halfHeight, radius);
      const ny = roundedBoxDistance(x, y + 1, halfWidth, halfHeight, radius) - roundedBoxDistance(x, y - 1, halfWidth, halfHeight, radius);
      const length = Math.hypot(nx, ny) || 1;
      const at = (py * width + px) * 4;
      image.data[at] = 128 - (nx / length) * bend * 127;
      image.data[at + 1] = 128 - (ny / length) * bend * 127;
      image.data[at + 2] = 128;
      image.data[at + 3] = 255;
    }
  }
  context.putImageData(image, 0, 0);
  return canvas.toDataURL();
}

/**
 * A pane of glass. Chromium bends what is behind it with an SVG filter; every other browser gets the
 * frosted fallback, which is the same surface without the bent rim. Either way the pane keeps enough
 * fill to hold text, and it turns solid for people who ask for less transparency.
 */
function GlassSurface({
  radius = 12,
  rim = 14,
  strength = 40,
  blur = 6,
  className,
  style,
  children,
  ...props
}: GlassSurfaceProps) {
  const id = React.useId().replace(/[^a-zA-Z0-9]/g, "");
  const surface = React.useRef<HTMLDivElement>(null);
  const [map, setMap] = React.useState<string | null>(null);

  React.useEffect(() => {
    const el = surface.current;
    if (!el) return;
    // backdrop-filter with a url() only renders in Chromium, and other browsers can parse it and draw nothing.
    if (!("userAgentData" in navigator) || !CSS.supports("backdrop-filter", "url(#a)")) return;
    const paint = () => {
      const width = Math.round(el.clientWidth);
      const height = Math.round(el.clientHeight);
      if (width > 0 && height > 0) setMap(paintRefractionMap(width, height, radius, rim));
    };
    const observer = new ResizeObserver(paint);
    observer.observe(el);
    return () => observer.disconnect();
  }, [radius, rim]);

  const refracting = map !== null;
  return (
    <div
      ref={surface}
      data-slot="glass-surface"
      data-refracting={refracting || undefined}
      className={cn(
        "relative border bg-background/50 shadow-[inset_0_1px_0_0_color-mix(in_oklab,var(--foreground)_8%,transparent)] backdrop-blur-md contrast-more:bg-background [@media(prefers-reduced-transparency:reduce)]:bg-background [@media(prefers-reduced-transparency:reduce)]:backdrop-blur-none",
        className,
      )}
      style={refracting ? { ...style, backdropFilter: `url(#${id})` } : style}
      {...props}
    >
      {refracting ? (
        <svg aria-hidden="true" width="0" height="0" className="absolute">
          <filter id={id} x="0" y="0" width="100%" height="100%" colorInterpolationFilters="sRGB">
            <feImage href={map ?? undefined} preserveAspectRatio="none" result="map" />
            <feGaussianBlur in="SourceGraphic" stdDeviation={blur} result="frost" />
            <feDisplacementMap in="frost" in2="map" scale={strength} xChannelSelector="R" yChannelSelector="G" />
          </filter>
        </svg>
      ) : null}
      {children}
    </div>
  );
}

export { GlassSurface };

For AI agents

Hand your agent this page, the markdown at /components/glass-badge/prompt.md, or the Copy AI prompt button above.

When to use

  • A status or count on a thumbnail or hero image
  • Where a solid badge would hide too much of the picture

When not to use

  • On flat backgrounds: use the plain badge
  • As the only carrier of meaning, since the fill is only 65 percent

Agent notes

  • Sized as the DESIGN.md badge: h-5, px-1.5, rounded-sm, text-xs. Radius 4 matches rounded-sm only while --radius is 0.75rem
  • It renders a div, so keep it out of paragraphs and put it in a flex row or an absolutely positioned wrapper
  • At this size the bent rim is 4px, so the effect is mostly frost; that is intended