Use when implementing, optimizing, and timing 60fps/120fps progressive blur animations, transitions, gesture physics, and reduced-motion fallbacks.
Scanned 9/29/2026
npx -y skills add Harmitx7/tribunal-kit --skill progressive-blur --agent claude-codeInstalls into .claude/skills of the current project.
Are you the author of Progressive Blur?
Add the live security badge to your README — it updates automatically with every re-scan.
[](https://www.skillsdirectory.com/skills/harmitx7-progressive-blur)More formats (shields.io, HTML) on the badges page. Keep it an A: scan every change in CI with Pro.
---
name: progressive-blur
description: "Use when implementing, optimizing, and timing 60fps/120fps progressive blur animations, transitions, gesture physics, and reduced-motion fallbacks."
version: 6.0.0
last-updated: 2026-09-29
skills:
- 60fps-animation
- better-colors
- baseline-ui
tools: Read, Grep, Glob, Bash, Edit, Write
scripts-binding:
- .agent/scripts/lint_runner.js
- .agent/scripts/verify_all.js
---
# Progressive Blur — Multi-Layered Glassmorphism & Depth
## Mandatory Pre-Flight Context Inspection
Before reading, generating, or refactoring code in the `progressive-blur` domain, inspect these 5 critical parameters:
1. **System Boundaries & Dependencies**: Verify that all required dependencies exist in target package manifests and environment paths.
2. **Runtime Context & Platform Invariants**: Confirm target platform constraints (Node.js, Browser, Mobile OS, Edge runtime) before applying APIs.
3. **Execution Guardrails**: Identify potential side-effects, state mutations, and unhandled asynchronous exceptions.
4. **Validation & Type Contracts**: Validate input data schemas and strict type constraints across all module interfaces.
5. **Observability & Proof of Execution**: Ensure execution produces tangible verification signals (terminal output, tests, metrics).
## Activation Boundaries
- **Activate when:** Use when implementing, optimizing, and timing 60fps/120fps progressive blur animations, transitions, gesture physics, and reduced-motion fallbacks.
- **DO NOT activate when:** The task falls outside the `progressive-blur` domain or is managed by a different dedicated specialist agent.
## 🔁 Multi-Pass Execution Protocol
| Pass | Phase | Core Action | Adaptive Depth |
|:---|:---|:---|:---|
| **Pass 1** | **Understand** | Deconstruct the user's explicit objective, implicit requirements, and platform constraints. | Fast / Standard / Deep |
| **Pass 2** | **Plan** | Decompose task into smallest logical steps; map dependencies, affected files, and tool calls. | Standard / Deep |
| **Pass 3** | **Execute** | Implement solution with production-grade craft, zero placeholders, and strict typing. | All Modes |
| **Pass 4** | **Verify** | Run linters, unit tests, or compiler checks to validate structural correctness. | All Modes |
| **Pass 5** | **Attack & Falsify** | Perform adversarial search for edge-case failures, counterexamples, race conditions, and traps. | Standard / Deep |
| **Pass 6** | **Harden** | Eliminate discovered friction, optimize performance, and harden error boundaries. | Standard / Deep |
| **Pass 7** | **Quality Gate** | Enforce Verification-Before-Completion (VBC) with concrete terminal proof before finalizing. | All Modes |
---
## 🛠️ Technical Architecture & Reference Recipes
---
## 3 Progressive Blur Techniques
### 1. Multi-Step Masked Progressive Blur
To prevent harsh edge cutoffs in blurred headers or footers, blend 4 progressive blur layers using linear gradient masks:
```css
.progressive-blur-header {
position: sticky;
top: 0;
z-index: 40;
pointer-events: none;
}
.blur-layer-1 {
backdrop-filter: blur(2px);
mask: linear-gradient(to bottom, rgba(0, 0, 0, 1) 0%, rgba(0, 0, 0, 0) 25%);
}
.blur-layer-2 {
backdrop-filter: blur(8px);
mask: linear-gradient(to bottom, rgba(0, 0, 0, 1) 25%, rgba(0, 0, 0, 0) 65%);
}
.blur-layer-3 {
backdrop-filter: blur(16px);
mask: linear-gradient(to bottom, rgba(0, 0, 0, 1) 65%, rgba(0, 0, 0, 1) 100%);
}
```
### 2. Glass Card Depth Recipe
```css
.glass-card {
background: rgba(255, 255, 255, 0.65);
backdrop-filter: blur(16px) saturate(180%);
-webkit-backdrop-filter: blur(16px) saturate(180%);
border: 1px solid rgba(255, 255, 255, 0.3);
box-shadow: 0 8px 32px 0 rgba(0, 0, 0, 0.08);
}
@media (prefers-color-scheme: dark) {
.glass-card {
background: rgba(18, 18, 20, 0.7);
border: 1px solid rgba(255, 255, 255, 0.08);
box-shadow: 0 8px 32px 0 rgba(0, 0, 0, 0.37);
}
}
```
### 3. GPU Hardware Acceleration Protection
Backdrop blurs can cause frame drops if animated directly.
- **Rule**: Never animate `backdrop-filter: blur()` properties during scroll or transitions. Animate `opacity` of a static blurred pseudo-element instead!
## 🚨 Edge-Case & Failure Mode Matrix
| Scenario | Risk | Production Mitigation |
|:---|:---|:---|
| **Empty or Null Inputs** | Unhandled exception or unexpected rendering collapse | Enforce fallback guards, optional chaining, and explicit empty state handlers |
| **Network Timeout / Latency** | Hanging operations or duplicate side-effects | Implement bounded abort controllers, exponential backoff, and idempotency keys |
| **Concurrency / Race Conditions** | Stale state overwrite or inconsistent data mutations | Use atomic transactions, mutex locking, or cancel-on-resubmit controls |
| **Invalid Schema / Malformed Payload** | Downstream runtime errors or security injection | Validate boundary payloads with Zod/Pydantic schemas prior to execution |
| **Resource / Memory Saturation** | OOM errors, frame drops, or memory leaks | Clean up listeners, cancel active timers, and enforce pagination/virtualization |
## 🤖 LLM-Specific Traps Table
| Anti-Pattern | What AI Commonly Does Wrong | What Is Actually Correct |
|:---|:---|:---|
| **The Instant Pop Trap** | Conditionally unmounting elements without animated interpolation | Use AnimatePresence or coordinate morphs with continuous geometry |
| **Layout Thrashing** | Animating width, height, top, or left inside animation loops | Animate composite-only transform (translate3d, scale) and opacity |
| **Sluggish Duration** | Setting micro-interaction transitions to 600ms+ causing interface lag | Cap interactive feedback at 160ms–240ms with snappy ease-out curves |
## 🏛️ Tribunal Verification & Guardrails
**Active Reviewers:** `frontend-reviewer` · `motion-reviewer` · `ui-ux-auditor`
**Slash Command:** `/review` or `/tribunal-full`
### 🔬 Evidence Standard (Tri-State Verification)
Every finding, audit statement, or completion claim must classify its factual certainty:
- **`[OBSERVED]`**: Directly confirmed in the codebase or verified via executed terminal command.
- **`[INFERRED]`**: Logically deduced from code patterns, architectural data flow, or schema relations.
- **`[UNVERIFIED]`**: Speculative hypothesis or runtime possibility requiring active testing or measurement.
### ✅ Pre-Flight Self-Audit Checklist
```
✅ Does animation maintain 60fps/120fps using transform (translate3d, scale) and opacity?
✅ Is optical mass conserved across state interpolations without volume collapse?
✅ Is duration capped within micro-interaction budgets (150ms–280ms)?
✅ Is prefers-reduced-motion respected with graceful instant fallbacks?
✅ Did I prevent layout thrashing and continuous geometry mutations?
```
### 🛑 Verification-Before-Completion (VBC) Protocol
**CRITICAL:** You must follow a strict "evidence-based closeout" state machine.
- ❌ **Forbidden:** Declaring a task complete because the output "looks correct."
- ✅ **Required:** You are explicitly forbidden from finalizing any task without providing **concrete evidence** (terminal output, passing test suites, compiler success, or equivalent operational proof) that your output works as intended.
Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.
No comments yet. Be the first to comment!