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Consider a Metal-based fallback for glassEffect instead of ultraThinMaterial? #26

@videni

Description

@videni

The Problem:

The current fallback for .backport.glassEffect() on iOS 17/18 uses .ultraThinMaterial, but the visual result is quite far from the iOS 26 Liquid Glass aesthetic. The material-based approach lacks:

  • Refraction/distortion effects
  • Depth-aware reflections
  • The "liquid" feel of the glass

This creates a noticeable visual gap between iOS versions.

Suggestion:

Would you consider using a Metal shader-based approach for the fallback? There's a library called GlassEffect that implements GPU-rendered glass effects with:

  • Real refraction and reflection simulation
  • Fresnel effect
  • Normal map texture support
  • iOS 17+ compatibility

This could provide a much closer approximation to iOS 26's Liquid Glass on older devices, offering a more consistent cross-version experience.

Would you be open to exploring this as an alternative fallback implementation?

Thank you!

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