Kotlin Multiplatform blur and liquid glass effect library for Compose, with GPU-accelerated rendering and CPU fallback for older devices. See documentation for more details.
The `blur` modifier supports only Android 12 and higher, and `RenderScript` APIs are deprecated starting in Android 12. Cloudy is the backport of the blur effect for Jetpack Compose with cross-platform support.
| Platform | Implementation | Performance | State Type |
|---|---|---|---|
| Android 31+ | RenderEffect (GPU) | GPU-accelerated | Success.Applied |
| Android 30- | Native C++ (CPU) | NEON/SIMD optimized | Success.Captured |
| iOS | Skia BlurEffect (Metal GPU) | GPU-accelerated | Success.Applied |
| macOS | Skia BlurEffect (Metal GPU) | GPU-accelerated | Success.Applied |
| Desktop (JVM) | Skia BlurEffect (GPU) | GPU-accelerated | Success.Applied |
| WASM (Browser) | Skia BlurEffect (WebGL) | GPU-accelerated | Success.Applied |
See Liquid Glass Effect for liquid glass platform support.
If you're using Version Catalog, you can configure the dependency by adding it to your libs.versions.toml file as follows:
[versions]
#...
cloudy = "0.5.0"
[libraries]
#...
compose-cloudy = { module = "com.github.skydoves:cloudy", version.ref = "cloudy" }Add the dependency below to your module's build.gradle.kts file:
dependencies {
implementation("com.github.skydoves:cloudy:0.5.0")
// if you're using Version Catalog
implementation(libs.compose.cloudy)
}For Kotlin Multiplatform, add the dependency below to your module's build.gradle.kts file:
sourceSets {
commonMain.dependencies {
implementation("com.github.skydoves:cloudy:$version")
}
}You can implement blur effect with Modifier.cloudy() composable function as seen below:
Text(
modifier = Modifier.cloudy(),
text = "This text is blurred"
)You can change the degree of the blur effect by changing the radius parameter of Modifier.cloudy() composable function.
Column(
modifier = Modifier.cloudy(radius = 15)
) {
Image(..)
Text(
modifier = Modifier
.fillMaxWidth()
.padding(8.dp),
text = posterModel.name,
fontSize = 40.sp,
color = MaterialTheme.colors.onBackground,
textAlign = TextAlign.Center
)
Text(
modifier = Modifier
.fillMaxWidth()
.padding(8.dp),
text = posterModel.description,
color = MaterialTheme.colors.onBackground,
textAlign = TextAlign.Center
)
}You can monitor the status of the blurring effect by using the onStateChanged parameter, which provides CloudyState. This allows you to observe and respond to changes in the blurring effect's state effectively.
GlideImage(
modifier = Modifier
.size(400.dp)
.cloudy(
radius = 25,
onStateChanged = { state ->
when (state) {
is CloudyState.Success.Applied -> {
// GPU blur applied (iOS, Android 31+)
// No bitmap available - blur rendered directly
}
is CloudyState.Success.Captured -> {
// CPU blur completed (Android 30-)
// Blurred bitmap available: state.bitmap
val blurredBitmap = state.bitmap
}
is CloudyState.Loading -> {
// Blur processing in progress
}
is CloudyState.Error -> {
// Handle error: state.throwable
}
CloudyState.Nothing -> {
// Initial state
}
}
}
),
..
)| State | Description | Bitmap Available |
|---|---|---|
Success.Applied |
GPU blur applied in rendering pipeline | No |
Success.Captured |
CPU blur completed with bitmap | Yes (state.bitmap) |
Loading |
Blur processing in progress | No |
Error |
Blur operation failed | No |
Nothing |
Initial state | No |
The Modifier.cloudy captures the bitmap of the composable node under the hood.
LazyVerticalGrid(
state = rememberLazyGridState(),
columns = GridCells.Fixed(2)
) {
itemsIndexed(key = { index, item -> item.id }, items = posters) { index, item ->
HomePoster(poster = item)
}
}
@Composable
private fun HomePoster(poster: Poster) {
ConstraintLayout {
val (image, title, content) = createRefs()
GlideImage(
modifier = Modifier
.cloudy(radius = 15)
.aspectRatio(0.8f)
.constrainAs(image) {
centerHorizontallyTo(parent)
top.linkTo(parent.top)
}
..You can easily implement blur effect with Landscapist, which is a Jetpack Compose image loading library that fetches and displays network images with Glide, Coil, and Fresco. For more information, see the Transformation section.
Cloudy provides a Modifier.liquidGlass() that creates a realistic glass lens effect with SDF-based crisp edges, normal-based refraction, and chromatic dispersion.
Note: For blur effects, use Modifier.cloudy() separately. The two modifiers are designed to work independently, giving you full control over each effect.
| Platform | Implementation | Features |
|---|---|---|
| Android 33+ | RuntimeShader (AGSL) | Full effect |
| Android 32- | Fallback | Tint + edge + shape (no lens refraction) |
| iOS | Skia RuntimeEffect | Full effect |
| macOS | Skia RuntimeEffect | Full effect |
| Desktop (JVM) | Skia RuntimeEffect | Full effect |
| WASM | Skia RuntimeEffect | Full effect |
var lensCenter by remember { mutableStateOf(Offset(100f, 100f)) }
Box(
modifier = Modifier
.fillMaxSize()
.pointerInput(Unit) {
detectDragGestures { change, _ ->
lensCenter = change.position
}
}
.cloudy(radius = 15) // Use Cloudy for blur (independent)
.liquidGlass(lensCenter = lensCenter) // Lens distortion effect
) {
Image(
painter = painterResource(R.drawable.photo),
contentDescription = null,
modifier = Modifier.fillMaxSize()
)
}The liquidGlass() and cloudy() modifiers are independent and composable:
// Blur only
.cloudy(radius = 20)
// Lens effect only
.liquidGlass(lensCenter = lensCenter)
// Both effects combined
.cloudy(radius = 15)
.liquidGlass(lensCenter = lensCenter)This separation gives you full access to Cloudy's blur API (radius, onStateChanged, CloudyState) while using the liquid glass lens effect.
You can customize the liquid glass effect with various parameters:
.liquidGlass(
lensCenter = lensCenter,
lensSize = Size(350f, 350f), // Size of the glass lens
cornerRadius = 50f, // Rounded corners
refraction = 0.25f, // Distortion amount
curve = 0.25f, // Lens curvature strength
dispersion = 0.0f, // Chromatic dispersion (RGB separation)
saturation = 1.0f, // Color saturation
contrast = 1.0f, // Light/dark contrast
tint = Color.Transparent, // Optional color tint
edge = 0.2f, // Edge lighting width
)| Parameter | Default | Description | Fallback (Android 32-) |
|---|---|---|---|
lensCenter |
- | Center position of the glass lens (required) | Yes |
lensSize |
350x350 | Size of the lens in pixels | Yes |
cornerRadius |
50f | Corner radius for rounded rectangle shape | Yes |
refraction |
0.25f | Controls how much background distorts through lens | No (requires API 33+) |
curve |
0.25f | Controls how strongly lens curves at center vs edges | No (requires API 33+) |
dispersion |
0.0f | Chromatic dispersion/aberration intensity | No (requires API 33+) |
saturation |
1.0f | Color saturation (1.0 = normal) | Approximation |
contrast |
1.0f | Light/dark contrast (1.0 = normal) | Approximation |
tint |
Transparent | Optional color tint overlay | Yes |
edge |
0.2f | Edge lighting width (0 = none) | Yes (as stroke) |
enabled |
true | Enable/disable the effect | Yes |
Note: On Android 32 and below, the lens refraction effect is not available since it requires
RuntimeShader(API 33+). The fallback draws a visible lens shape with tint, edge lighting, and color adjustments. For blur effects, useModifier.cloudy()separately.
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The liquid glass shader implementation was inspired by FletchMcKee/liquid.
Designed and developed by 2022 skydoves (Jaewoong Eum)
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.




