@autoaiai/aicut 0.1.11 → 0.1.13

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1063) hide show
  1. package/MANUAL.md +94 -94
  2. package/package.json +1 -1
  3. package/skills/aicut-motion/SKILL.md +69 -3
  4. package/skills/aicut-motion/THIRD_PARTY_NOTICES.md +14 -0
  5. package/skills/aicut-motion/assets/atlas/lib/harness.js +116 -0
  6. package/skills/aicut-motion/assets/atlas/lib/sound.js +274 -0
  7. package/skills/aicut-motion/assets/atlas/styles/001-flat-vector-science/code.js +937 -0
  8. package/skills/aicut-motion/assets/atlas/styles/001-flat-vector-science/poster.jpg +0 -0
  9. package/skills/aicut-motion/assets/atlas/styles/001-flat-vector-science/style.json +13 -0
  10. package/skills/aicut-motion/assets/atlas/styles/002-watercolor-wash/code.js +909 -0
  11. package/skills/aicut-motion/assets/atlas/styles/002-watercolor-wash/poster.jpg +0 -0
  12. package/skills/aicut-motion/assets/atlas/styles/002-watercolor-wash/style.json +13 -0
  13. package/skills/aicut-motion/assets/atlas/styles/003-shadow-puppet-theatre/code.js +881 -0
  14. package/skills/aicut-motion/assets/atlas/styles/003-shadow-puppet-theatre/poster.jpg +0 -0
  15. package/skills/aicut-motion/assets/atlas/styles/003-shadow-puppet-theatre/style.json +13 -0
  16. package/skills/aicut-motion/assets/atlas/styles/004-whiteboard-explainer/code.js +897 -0
  17. package/skills/aicut-motion/assets/atlas/styles/004-whiteboard-explainer/poster.jpg +0 -0
  18. package/skills/aicut-motion/assets/atlas/styles/004-whiteboard-explainer/style.json +13 -0
  19. package/skills/aicut-motion/assets/atlas/styles/005-psychedelic-poster/code.js +814 -0
  20. package/skills/aicut-motion/assets/atlas/styles/005-psychedelic-poster/poster.jpg +0 -0
  21. package/skills/aicut-motion/assets/atlas/styles/005-psychedelic-poster/style.json +13 -0
  22. package/skills/aicut-motion/assets/atlas/styles/006-tech-glow-explainer/code.js +990 -0
  23. package/skills/aicut-motion/assets/atlas/styles/006-tech-glow-explainer/poster.jpg +0 -0
  24. package/skills/aicut-motion/assets/atlas/styles/006-tech-glow-explainer/style.json +13 -0
  25. package/skills/aicut-motion/assets/atlas/styles/007-papercraft-models/code.js +994 -0
  26. package/skills/aicut-motion/assets/atlas/styles/007-papercraft-models/poster.jpg +0 -0
  27. package/skills/aicut-motion/assets/atlas/styles/007-papercraft-models/style.json +13 -0
  28. package/skills/aicut-motion/assets/atlas/styles/008-1940s-film-noir/code.js +792 -0
  29. package/skills/aicut-motion/assets/atlas/styles/008-1940s-film-noir/poster.jpg +0 -0
  30. package/skills/aicut-motion/assets/atlas/styles/008-1940s-film-noir/style.json +13 -0
  31. package/skills/aicut-motion/assets/atlas/styles/009-manim-style-math/code.js +840 -0
  32. package/skills/aicut-motion/assets/atlas/styles/009-manim-style-math/poster.jpg +0 -0
  33. package/skills/aicut-motion/assets/atlas/styles/009-manim-style-math/style.json +13 -0
  34. package/skills/aicut-motion/assets/atlas/styles/010-illuminated-manuscript/code.js +1126 -0
  35. package/skills/aicut-motion/assets/atlas/styles/010-illuminated-manuscript/poster.jpg +0 -0
  36. package/skills/aicut-motion/assets/atlas/styles/010-illuminated-manuscript/style.json +13 -0
  37. package/skills/aicut-motion/assets/atlas/styles/011-editorial-essay-collage/code.js +854 -0
  38. package/skills/aicut-motion/assets/atlas/styles/011-editorial-essay-collage/poster.jpg +0 -0
  39. package/skills/aicut-motion/assets/atlas/styles/011-editorial-essay-collage/style.json +13 -0
  40. package/skills/aicut-motion/assets/atlas/styles/012-bioluminescent-deep-sea/code.js +1124 -0
  41. package/skills/aicut-motion/assets/atlas/styles/012-bioluminescent-deep-sea/poster.jpg +0 -0
  42. package/skills/aicut-motion/assets/atlas/styles/012-bioluminescent-deep-sea/style.json +13 -0
  43. package/skills/aicut-motion/assets/atlas/styles/013-product-launch-reveal/code.js +728 -0
  44. package/skills/aicut-motion/assets/atlas/styles/013-product-launch-reveal/poster.jpg +0 -0
  45. package/skills/aicut-motion/assets/atlas/styles/013-product-launch-reveal/style.json +13 -0
  46. package/skills/aicut-motion/assets/atlas/styles/014-halftone-pop-panel/code.js +664 -0
  47. package/skills/aicut-motion/assets/atlas/styles/014-halftone-pop-panel/poster.jpg +0 -0
  48. package/skills/aicut-motion/assets/atlas/styles/014-halftone-pop-panel/style.json +13 -0
  49. package/skills/aicut-motion/assets/atlas/styles/015-isometric-pastel/code.js +991 -0
  50. package/skills/aicut-motion/assets/atlas/styles/015-isometric-pastel/poster.jpg +0 -0
  51. package/skills/aicut-motion/assets/atlas/styles/015-isometric-pastel/style.json +13 -0
  52. package/skills/aicut-motion/assets/atlas/styles/016-oscilloscope-vector-art/code.js +801 -0
  53. package/skills/aicut-motion/assets/atlas/styles/016-oscilloscope-vector-art/poster.jpg +0 -0
  54. package/skills/aicut-motion/assets/atlas/styles/016-oscilloscope-vector-art/style.json +13 -0
  55. package/skills/aicut-motion/assets/atlas/styles/017-risograph-zine/code.js +692 -0
  56. package/skills/aicut-motion/assets/atlas/styles/017-risograph-zine/poster.jpg +0 -0
  57. package/skills/aicut-motion/assets/atlas/styles/017-risograph-zine/style.json +13 -0
  58. package/skills/aicut-motion/assets/atlas/styles/018-claymation-set/code.js +756 -0
  59. package/skills/aicut-motion/assets/atlas/styles/018-claymation-set/poster.jpg +0 -0
  60. package/skills/aicut-motion/assets/atlas/styles/018-claymation-set/style.json +13 -0
  61. package/skills/aicut-motion/assets/atlas/styles/019-neon-sign-at-night/code.js +922 -0
  62. package/skills/aicut-motion/assets/atlas/styles/019-neon-sign-at-night/poster.jpg +0 -0
  63. package/skills/aicut-motion/assets/atlas/styles/019-neon-sign-at-night/style.json +13 -0
  64. package/skills/aicut-motion/assets/atlas/styles/020-kawaii-anime/code.js +852 -0
  65. package/skills/aicut-motion/assets/atlas/styles/020-kawaii-anime/poster.jpg +0 -0
  66. package/skills/aicut-motion/assets/atlas/styles/020-kawaii-anime/style.json +13 -0
  67. package/skills/aicut-motion/assets/atlas/styles/021-ukiyo-e-woodblock/code.js +724 -0
  68. package/skills/aicut-motion/assets/atlas/styles/021-ukiyo-e-woodblock/poster.jpg +0 -0
  69. package/skills/aicut-motion/assets/atlas/styles/021-ukiyo-e-woodblock/style.json +13 -0
  70. package/skills/aicut-motion/assets/atlas/styles/022-16-bit-pixel-odyssey/code.js +793 -0
  71. package/skills/aicut-motion/assets/atlas/styles/022-16-bit-pixel-odyssey/poster.jpg +0 -0
  72. package/skills/aicut-motion/assets/atlas/styles/022-16-bit-pixel-odyssey/style.json +13 -0
  73. package/skills/aicut-motion/assets/atlas/styles/023-chalkboard-lesson/code.js +846 -0
  74. package/skills/aicut-motion/assets/atlas/styles/023-chalkboard-lesson/poster.jpg +0 -0
  75. package/skills/aicut-motion/assets/atlas/styles/023-chalkboard-lesson/style.json +13 -0
  76. package/skills/aicut-motion/assets/atlas/styles/024-cut-paper-diorama/code.js +1008 -0
  77. package/skills/aicut-motion/assets/atlas/styles/024-cut-paper-diorama/poster.jpg +0 -0
  78. package/skills/aicut-motion/assets/atlas/styles/024-cut-paper-diorama/style.json +13 -0
  79. package/skills/aicut-motion/assets/atlas/styles/025-cathedral-glass/code.js +680 -0
  80. package/skills/aicut-motion/assets/atlas/styles/025-cathedral-glass/poster.jpg +0 -0
  81. package/skills/aicut-motion/assets/atlas/styles/025-cathedral-glass/style.json +13 -0
  82. package/skills/aicut-motion/assets/atlas/styles/026-editorial-chart/code.js +633 -0
  83. package/skills/aicut-motion/assets/atlas/styles/026-editorial-chart/poster.jpg +0 -0
  84. package/skills/aicut-motion/assets/atlas/styles/026-editorial-chart/style.json +13 -0
  85. package/skills/aicut-motion/assets/atlas/styles/027-synthwave-outrun/code.js +757 -0
  86. package/skills/aicut-motion/assets/atlas/styles/027-synthwave-outrun/poster.jpg +0 -0
  87. package/skills/aicut-motion/assets/atlas/styles/027-synthwave-outrun/style.json +13 -0
  88. package/skills/aicut-motion/assets/atlas/styles/028-origami-studio/code.js +828 -0
  89. package/skills/aicut-motion/assets/atlas/styles/028-origami-studio/poster.jpg +0 -0
  90. package/skills/aicut-motion/assets/atlas/styles/028-origami-studio/style.json +13 -0
  91. package/skills/aicut-motion/assets/atlas/styles/029-linocut-relief-print/code.js +697 -0
  92. package/skills/aicut-motion/assets/atlas/styles/029-linocut-relief-print/poster.jpg +0 -0
  93. package/skills/aicut-motion/assets/atlas/styles/029-linocut-relief-print/style.json +13 -0
  94. package/skills/aicut-motion/assets/atlas/styles/030-holographic-foil-card/code.js +687 -0
  95. package/skills/aicut-motion/assets/atlas/styles/030-holographic-foil-card/poster.jpg +0 -0
  96. package/skills/aicut-motion/assets/atlas/styles/030-holographic-foil-card/style.json +13 -0
  97. package/skills/aicut-motion/assets/atlas/styles/031-voxel-diorama/code.js +727 -0
  98. package/skills/aicut-motion/assets/atlas/styles/031-voxel-diorama/poster.jpg +0 -0
  99. package/skills/aicut-motion/assets/atlas/styles/031-voxel-diorama/style.json +13 -0
  100. package/skills/aicut-motion/assets/atlas/styles/032-sumi-e-ink-wash/code.js +903 -0
  101. package/skills/aicut-motion/assets/atlas/styles/032-sumi-e-ink-wash/poster.jpg +0 -0
  102. package/skills/aicut-motion/assets/atlas/styles/032-sumi-e-ink-wash/style.json +13 -0
  103. package/skills/aicut-motion/assets/atlas/styles/033-etch-a-sketch-toy/code.js +662 -0
  104. package/skills/aicut-motion/assets/atlas/styles/033-etch-a-sketch-toy/poster.jpg +0 -0
  105. package/skills/aicut-motion/assets/atlas/styles/033-etch-a-sketch-toy/style.json +13 -0
  106. package/skills/aicut-motion/assets/atlas/styles/034-cosmic-star-chart/code.js +951 -0
  107. package/skills/aicut-motion/assets/atlas/styles/034-cosmic-star-chart/poster.jpg +0 -0
  108. package/skills/aicut-motion/assets/atlas/styles/034-cosmic-star-chart/style.json +13 -0
  109. package/skills/aicut-motion/assets/atlas/styles/035-punk-zine-collage/code.js +759 -0
  110. package/skills/aicut-motion/assets/atlas/styles/035-punk-zine-collage/poster.jpg +0 -0
  111. package/skills/aicut-motion/assets/atlas/styles/035-punk-zine-collage/style.json +13 -0
  112. package/skills/aicut-motion/assets/atlas/styles/036-thermal-camera/code.js +738 -0
  113. package/skills/aicut-motion/assets/atlas/styles/036-thermal-camera/poster.jpg +0 -0
  114. package/skills/aicut-motion/assets/atlas/styles/036-thermal-camera/style.json +13 -0
  115. package/skills/aicut-motion/assets/atlas/styles/037-engineering-blueprint/code.js +793 -0
  116. package/skills/aicut-motion/assets/atlas/styles/037-engineering-blueprint/poster.jpg +0 -0
  117. package/skills/aicut-motion/assets/atlas/styles/037-engineering-blueprint/style.json +13 -0
  118. package/skills/aicut-motion/assets/atlas/styles/038-impasto-night/code.js +673 -0
  119. package/skills/aicut-motion/assets/atlas/styles/038-impasto-night/poster.jpg +0 -0
  120. package/skills/aicut-motion/assets/atlas/styles/038-impasto-night/style.json +13 -0
  121. package/skills/aicut-motion/assets/atlas/styles/039-win95-desktop/code.js +907 -0
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  124. package/skills/aicut-motion/assets/atlas/styles/040-low-poly-faceted/code.js +833 -0
  125. package/skills/aicut-motion/assets/atlas/styles/040-low-poly-faceted/poster.jpg +0 -0
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  127. package/skills/aicut-motion/assets/atlas/styles/041-manga-page/code.js +845 -0
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  130. package/skills/aicut-motion/assets/atlas/styles/042-wood-type-letterpress/code.js +496 -0
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  133. package/skills/aicut-motion/assets/atlas/styles/043-light-painting/code.js +635 -0
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  136. package/skills/aicut-motion/assets/atlas/styles/044-felt-patchwork/code.js +799 -0
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  139. package/skills/aicut-motion/assets/atlas/styles/045-phosphor-terminal/code.js +547 -0
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  142. package/skills/aicut-motion/assets/atlas/styles/046-glassmorphism-ui/code.js +592 -0
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  145. package/skills/aicut-motion/assets/atlas/styles/047-tarot-card/code.js +768 -0
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  148. package/skills/aicut-motion/assets/atlas/styles/048-transit-map/code.js +666 -0
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  157. package/skills/aicut-motion/assets/atlas/styles/051-art-deco-foil/code.js +606 -0
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1
- ---
2
- title: HTML in Canvas
3
- description: Render live HTML/DOM into a canvas inside a Remotion composition, with optional WebGL2 fragment shaders for per-frame visual effects
4
- section: composition
5
- priority: medium
6
- tags: [html-in-canvas, webgl, shader, dom, effect]
7
- ---
8
-
9
- # HTML in Canvas
10
-
11
- Remotion 4.0.455+ ships an experimental `<HtmlInCanvas>` component that renders
12
- arbitrary DOM into a canvas every frame. Combined with a 2D context filter or
13
- a WebGL2 fragment shader, you can apply effects (progressive blur, vintage
14
- film, chromatic aberration, vignette, …) to live HTML content that would
15
- otherwise be impossible with CSS alone.
16
-
17
- This is most useful for:
18
-
19
- - Animated post-process effects on real DOM (rich type, gradients, layout)
20
- - Capturing a website into a Reel with a phone-frame mockup + scroll animation
21
- - Cinematic transitions where the HTML content also animates per frame
22
- - Browser-window mockups in product demos
23
-
24
- > **Reference implementation:** the official Remotion examples repo at
25
- > `github.com/remotion-dev/html-in-canvas` ships several demo compositions
26
- > (`ArticleHighlight`, `Vintage`, etc.) — recommended starting point.
27
-
28
- ---
29
-
30
- ## Status & Compatibility
31
-
32
- - **Remotion ≥ 4.0.455** required.
33
- - API surface relies on **experimental Chrome features**:
34
- - `ctx.drawElementImage(elementImage, x, y)` (CanvasRenderingContext2D)
35
- - `gl.texElementImage2D(target, level, internalformat, format, type, source)` (WebGL2)
36
- - These are gated behind `chrome://flags/#canvas-draw-element` in stock Chrome
37
- (Canary 149+). **Remotion's headless Chromium already has the flag enabled
38
- internally**, so server-side renders work without any user setup.
39
- - The Chrome team can change or remove the API. Pin a Remotion version known to
40
- work and re-test before upgrading.
41
- - Cannot be used inside `@remotion/web-renderer` (client-side bundle).
42
- - Nesting `<HtmlInCanvas>` inside another `<HtmlInCanvas>` is not supported.
43
-
44
- ---
45
-
46
- ## Imports
47
-
48
- ```tsx
49
- import {
50
- HtmlInCanvas,
51
- type HtmlInCanvasOnInit,
52
- type HtmlInCanvasOnPaint,
53
- } from "remotion";
54
- ```
55
-
56
- ---
57
-
58
- ## Component API
59
-
60
- ```tsx
61
- <HtmlInCanvas
62
- width={width}
63
- height={height}
64
- onInit={onInit} // optional; called once per mount, returns cleanup
65
- onPaint={onPaint} // called every frame
66
- >
67
- {/* Any DOM tree — fonts, gradients, box-shadows, transforms, Img, Video */}
68
- </HtmlInCanvas>
69
- ```
70
-
71
- ### Callback signatures
72
-
73
- ```ts
74
- type HtmlInCanvasOnPaint = (payload: {
75
- canvas: HTMLCanvasElement;
76
- element: HTMLElement;
77
- elementImage: CanvasImageSource;
78
- }) => void;
79
-
80
- type HtmlInCanvasOnInit = (payload: {
81
- canvas: HTMLCanvasElement;
82
- }) => void | (() => void);
83
- ```
84
-
85
- `onPaint` runs every render frame. `elementImage` is a special source the
86
- experimental Chrome API understands — pass it to `ctx.drawElementImage` or
87
- `gl.texElementImage2D`. **It is not a regular `HTMLImageElement` — `ctx.drawImage`
88
- will throw.**
89
-
90
- `onInit` is the place to allocate GPU resources (WebGL program, textures, VAO);
91
- return a cleanup function that frees them.
92
-
93
- ---
94
-
95
- ## TypeScript Workaround
96
-
97
- `drawElementImage` and `texElementImage2D` are not yet in `@types/dom` /
98
- `@types/webgl2`. Cast the call site to silence the error:
99
-
100
- ```ts
101
- (ctx as unknown as {
102
- drawElementImage: (img: unknown, x: number, y: number) => void;
103
- }).drawElementImage(elementImage, 0, 0);
104
- ```
105
-
106
- ```ts
107
- (gl as unknown as {
108
- texElementImage2D: (
109
- target: number,
110
- level: number,
111
- internalformat: number,
112
- format: number,
113
- type: number,
114
- source: unknown
115
- ) => void;
116
- }).texElementImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, elementImage);
117
- ```
118
-
119
- ---
120
-
121
- ## Pattern 1 — Plain 2D Context (Simple Effects)
122
-
123
- Best for blur reveals, single drop-shadow, or stitching DOM into a procedurally
124
- drawn background. No WebGL needed.
125
-
126
- ```tsx
127
- import {
128
- AbsoluteFill,
129
- HtmlInCanvas,
130
- type HtmlInCanvasOnPaint,
131
- interpolate,
132
- useCurrentFrame,
133
- useVideoConfig,
134
- } from "remotion";
135
-
136
- const Card: React.FC = () => (
137
- <div style={{
138
- width: 720, height: 880, padding: 60, background: "#fff",
139
- borderRadius: 36, fontFamily: "Inter, system-ui, sans-serif",
140
- }}>
141
- {/* Anything you can render with HTML/CSS works here */}
142
- </div>
143
- );
144
-
145
- export const Demo: React.FC = () => {
146
- const frame = useCurrentFrame();
147
- const { width, height } = useVideoConfig();
148
-
149
- const blurAmount = interpolate(frame, [0, 28], [32, 0], {
150
- extrapolateLeft: "clamp", extrapolateRight: "clamp",
151
- });
152
-
153
- const onPaint: HtmlInCanvasOnPaint = ({ canvas, elementImage }) => {
154
- const ctx = canvas.getContext("2d");
155
- if (!ctx) return;
156
- ctx.reset();
157
-
158
- // Draw a procedural background straight to the canvas.
159
- const bg = ctx.createLinearGradient(0, 0, 0, canvas.height);
160
- bg.addColorStop(0, "#0F1B2D");
161
- bg.addColorStop(1, "#3B6B9A");
162
- ctx.fillStyle = bg;
163
- ctx.fillRect(0, 0, canvas.width, canvas.height);
164
-
165
- // Apply per-frame filter to the live HTML snapshot.
166
- ctx.filter = `blur(${blurAmount}px)`;
167
- (ctx as unknown as {
168
- drawElementImage: (img: unknown, x: number, y: number) => void;
169
- }).drawElementImage(elementImage, 100, 100);
170
- };
171
-
172
- return (
173
- <AbsoluteFill>
174
- <HtmlInCanvas width={width} height={height} onPaint={onPaint}>
175
- <Card />
176
- </HtmlInCanvas>
177
- </AbsoluteFill>
178
- );
179
- };
180
- ```
181
-
182
- **Key tools available on the 2D context:**
183
-
184
- | Tool | Use |
185
- |------|-----|
186
- | `ctx.filter = 'blur(Npx)'` | Per-frame blur amount |
187
- | `ctx.fillStyle` / `ctx.createLinearGradient` | Procedural backdrops |
188
- | `ctx.translate / scale / rotate` | Per-frame transform of the HTML snapshot |
189
- | `ctx.globalAlpha` | Fade in/out |
190
- | `ctx.globalCompositeOperation` | Blend modes (overlay, multiply, …) |
191
-
192
- ---
193
-
194
- ## Pattern 2 — WebGL2 Fragment Shader (Heavy Effects)
195
-
196
- For Gaussian blur, chromatic aberration, vignette, grain, dust, scratches —
197
- anything that needs per-pixel math — use a fragment shader. The DOM snapshot
198
- is uploaded as a 2D texture each frame via `texElementImage2D`.
199
-
200
- ### Shape of the GL module
201
-
202
- A typical `gl.ts` exports `initGl` and `paintGl`. `initGl` is called from
203
- `HtmlInCanvas` `onInit`, `paintGl` is called from `onPaint`.
204
-
205
- ```ts
206
- // gl.ts
207
- import type { HtmlInCanvasOnInit, HtmlInCanvasOnPaint } from "remotion";
208
-
209
- type ElementImage = Parameters<HtmlInCanvasOnPaint>[0]["elementImage"];
210
- type Canvas = Parameters<HtmlInCanvasOnInit>[0]["canvas"];
211
-
212
- export type GlState = {
213
- gl: WebGL2RenderingContext;
214
- program: WebGLProgram;
215
- texture: WebGLTexture;
216
- vao: WebGLVertexArrayObject;
217
- /* ...uniform locations */
218
- };
219
-
220
- const VS = `#version 300 es
221
- in vec2 a_pos; in vec2 a_uv; out vec2 v_uv;
222
- void main() { gl_Position = vec4(a_pos, 0.0, 1.0); v_uv = a_uv; }`;
223
-
224
- const FS = `#version 300 es
225
- precision highp float;
226
- uniform sampler2D u_tex;
227
- in vec2 v_uv;
228
- out vec4 o;
229
- void main() {
230
- // ...your effect here
231
- o = texture(u_tex, v_uv);
232
- }`;
233
-
234
- const QUAD = new Float32Array([
235
- -1, -1, 0, 0, 1, -1, 1, 0, -1, 1, 0, 1,
236
- 1, -1, 1, 0, -1, 1, 0, 1, 1, 1, 1, 1,
237
- ]);
238
-
239
- export const initGl = (canvas: Canvas) => {
240
- const gl = canvas.getContext("webgl2", {
241
- alpha: true, premultipliedAlpha: true, antialias: false,
242
- }) as WebGL2RenderingContext | null;
243
- if (!gl) throw new Error("WebGL2 unavailable");
244
-
245
- gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
246
- // ...compile + link program, allocate texture, VAO, buffer
247
- // (see Remotion examples repo for complete reference impl)
248
-
249
- return { gpu /* ...GlState */, cleanup: () => { /* delete program/texture/vao/buffer */ } };
250
- };
251
-
252
- export const paintGl = (gpu: GlState, elementImage: ElementImage, params: { /* uniforms */ }) => {
253
- const { gl } = gpu;
254
- gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
255
- gl.clear(gl.COLOR_BUFFER_BIT);
256
- gl.useProgram(gpu.program);
257
-
258
- gl.activeTexture(gl.TEXTURE0);
259
- gl.bindTexture(gl.TEXTURE_2D, gpu.texture);
260
-
261
- // Upload the live DOM snapshot as a texture (every frame).
262
- (gl as unknown as {
263
- texElementImage2D: (
264
- t: number, l: number, ifmt: number, fmt: number, type: number, src: unknown
265
- ) => void;
266
- }).texElementImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, elementImage);
267
-
268
- // ...set uniforms, bind VAO, drawArrays
269
- };
270
- ```
271
-
272
- ### Wiring it into a composition
273
-
274
- ```tsx
275
- import { useCallback, useRef } from "react";
276
- import { HtmlInCanvas, type HtmlInCanvasOnInit, type HtmlInCanvasOnPaint } from "remotion";
277
- import { initGl, paintGl, type GlState } from "./gl";
278
-
279
- export const Composition: React.FC = () => {
280
- const gpuRef = useRef<GlState | null>(null);
281
-
282
- const onInit: HtmlInCanvasOnInit = useCallback(({ canvas }) => {
283
- const { gpu, cleanup } = initGl(canvas);
284
- gpuRef.current = gpu;
285
- return () => { cleanup(); gpuRef.current = null; };
286
- }, []);
287
-
288
- const onPaint: HtmlInCanvasOnPaint = useCallback(({ elementImage }) => {
289
- if (gpuRef.current) paintGl(gpuRef.current, elementImage, /* uniforms */ {});
290
- }, []);
291
-
292
- return (
293
- <HtmlInCanvas width={1920} height={1080} onInit={onInit} onPaint={onPaint}>
294
- {/* Your DOM tree */}
295
- </HtmlInCanvas>
296
- );
297
- };
298
- ```
299
-
300
- ---
301
-
302
- ## Effect Recipes
303
-
304
- The Remotion examples repo (`github.com/remotion-dev/html-in-canvas/tree/main/src`)
305
- has full reference shaders for these. Common building blocks:
306
-
307
- ### Progressive vertical blur (sharp band, blurry edges)
308
-
309
- ```glsl
310
- float edgeY = abs(v_uv.y - 0.5) * 2.0; // 0 at center, 1 at top/bottom
311
- float blurMix = pow(smoothstep(0.035, 0.62, edgeY), 1.06);
312
- float sigmaPx = blurMix * 4.25 + 0.05; // 9×9 Gaussian kernel
313
- // ...sample neighborhood with gauss1(x, sigmaPx) weights
314
- vec3 color = mix(sharp.rgb, blurred, blurMix);
315
- ```
316
-
317
- ### Chromatic aberration (rim leak)
318
-
319
- ```glsl
320
- vec2 fromCenter = uv - 0.5;
321
- float r = length(fromCenter);
322
- vec2 dir = r > 0.0001 ? normalize(fromCenter) : vec2(0.0);
323
- float ca = 0.0024 * pow(r * 1.4, 1.6); // edge-weighted
324
- color.r = texture(u_tex, uv + dir * ca).r;
325
- color.g = texture(u_tex, uv).g;
326
- color.b = texture(u_tex, uv - dir * ca).b;
327
- ```
328
-
329
- ### Per-pixel grain quantized to 24fps
330
-
331
- ```glsl
332
- float frameIdx = floor(u_time * 24.0); // discrete film steps
333
- float g = hash(gl_FragCoord.xy + vec2(frameIdx * 17.31, frameIdx * 7.91));
334
- color += (g - 0.5) * u_grain;
335
- ```
336
-
337
- ### Gate weave (subtle frame jitter)
338
-
339
- ```glsl
340
- vec2 weave = vec2(
341
- sin(u_time * 11.0) * 0.0015 + sin(u_time * 3.7) * 0.0009,
342
- cos(u_time * 8.3) * 0.0013 + cos(u_time * 2.4) * 0.0007
343
- );
344
- uv += weave; // sample-coord offset
345
- ```
346
-
347
- ### Vignette + exposure flicker
348
-
349
- ```glsl
350
- float vig = smoothstep(1.05, 0.30, r * 1.25);
351
- color *= mix(1.0, vig, u_vignette);
352
- float flicker = 1.0 + 0.035 * sin(u_time * 7.0) + 0.018 * sin(u_time * 19.0 + 1.3);
353
- color *= flicker;
354
- ```
355
-
356
- ---
357
-
358
- ## Pattern 3 — Page-to-Video (Captured Site Tour)
359
-
360
- To make a Reel that scrolls through an existing website, capture the page once
361
- and animate `translateY` on the screenshot inside a phone-frame mockup. This
362
- does **not** require `HtmlInCanvas` at all — a regular `<Img>` and `transform`
363
- is enough. Listed here because it's a frequent companion pattern.
364
-
365
- ### Step 1 — Capture with Playwright
366
-
367
- ```js
368
- // scripts/capture-page.mjs
369
- import { chromium } from "playwright";
370
- import fs from "node:fs";
371
-
372
- const URL = process.env.URL || "http://localhost:4000";
373
- const OUT = "public/tour/landing-fullpage.png";
374
-
375
- fs.mkdirSync("public/tour", { recursive: true });
376
-
377
- const browser = await chromium.launch();
378
- const ctx = await browser.newContext({
379
- viewport: { width: 414, height: 896 }, deviceScaleFactor: 2, isMobile: true,
380
- });
381
- const page = await ctx.newPage();
382
- await page.goto(URL, { waitUntil: "networkidle" });
383
-
384
- // Trigger lazy-loaded images / IntersectionObservers.
385
- await page.evaluate(async () => {
386
- const total = document.documentElement.scrollHeight;
387
- for (let y = 0; y <= total; y += 400) {
388
- window.scrollTo(0, y);
389
- await new Promise((r) => setTimeout(r, 80));
390
- }
391
- window.scrollTo(0, 0);
392
- });
393
- await page.waitForTimeout(2500);
394
-
395
- await page.screenshot({ path: OUT, fullPage: true });
396
-
397
- // Extract real <section> positions so the tour can land on them precisely.
398
- const stops = await page.evaluate(() => {
399
- const fullH = document.documentElement.scrollHeight;
400
- return Array.from(document.querySelectorAll("section")).map((el, i) => {
401
- const r = el.getBoundingClientRect();
402
- const heading = el.querySelector("h1, h2");
403
- return {
404
- index: i,
405
- label: (heading?.textContent ?? `Section ${i + 1}`).trim().slice(0, 80),
406
- scrollPercent: (r.top + window.scrollY) / fullH,
407
- };
408
- });
409
- });
410
- fs.writeFileSync("public/tour/stops.json", JSON.stringify({ stops }, null, 2));
411
-
412
- await browser.close();
413
- ```
414
-
415
- ### Step 2 — Stop-and-go scroll timeline
416
-
417
- Don't use a continuous `interpolate(frame, [0, durationInFrames], [0, 1])` —
418
- it feels monotonous. Instead, build a piecewise timeline that **dwells** at
419
- each section and travels quickly between them.
420
-
421
- ```ts
422
- const STOPS = [
423
- { scroll: 0.000, caption: "Hero", dwell: 36 },
424
- { scroll: 0.085, caption: "Trust", dwell: 30 },
425
- { scroll: 0.357, caption: "Reviews", dwell: 28 },
426
- { scroll: 0.657, caption: "Stats", dwell: 28 },
427
- { scroll: 1.000, caption: "CTA", dwell: 36 },
428
- ] as const;
429
-
430
- const TRAVEL = 14; // frames to glide between stops
431
-
432
- // Build keyframe arrays for interpolate()
433
- const inputs: number[] = [];
434
- const outputs: number[] = [];
435
- const captionStart: number[] = [];
436
- let t = 0;
437
- for (let i = 0; i < STOPS.length; i++) {
438
- captionStart.push(t);
439
- inputs.push(t); outputs.push(STOPS[i].scroll);
440
- t += STOPS[i].dwell;
441
- inputs.push(t); outputs.push(STOPS[i].scroll);
442
- if (i < STOPS.length - 1) t += TRAVEL;
443
- }
444
-
445
- const scrollProgress = interpolate(frame, inputs, outputs, {
446
- extrapolateLeft: "clamp",
447
- extrapolateRight: "clamp",
448
- easing: Easing.inOut(Easing.cubic),
449
- });
450
- ```
451
-
452
- Use the real section positions extracted by your capture script — eyeballing
453
- percentages produces stops that land between sections.
454
-
455
- ### Step 3 — Phone mockup with translateY
456
-
457
- ```tsx
458
- const SHOT_W = 414;
459
- const SHOT_H = /* extracted from capture */;
460
- const PHONE_W = 640;
461
- const PHONE_H = (PHONE_W * 896) / 414;
462
- const scaledH = (SHOT_H * PHONE_W) / SHOT_W;
463
- const headroomPx = PHONE_H * 0.05;
464
- const sectionTopPx = scrollProgress * scaledH;
465
- const maxScrollPx = scaledH - PHONE_H;
466
- const translateY = Math.max(-maxScrollPx, Math.min(0, -(sectionTopPx - headroomPx)));
467
-
468
- <div style={{ width: PHONE_W, height: PHONE_H, overflow: "hidden", borderRadius: 40 }}>
469
- <Img
470
- src={staticFile("tour/landing-fullpage.png")}
471
- style={{ width: PHONE_W, height: scaledH, transform: `translateY(${translateY}px)` }}
472
- />
473
- </div>
474
- ```
475
-
476
- `scrollProgress = sectionTop / fullPageHeight` — this is the *real fractional
477
- position* of a section, not "0=top, 1=fully scrolled". The clamp + headroom
478
- keep the section heading slightly below the phone notch.
479
-
480
- ---
481
-
482
- ## Render Commands
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-
484
- ```bash
485
- # Plain 2D context — no special flags needed
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- npx remotion render Composition out.mp4 --codec=h264 --crf=18
487
-
488
- # WebGL2 — needs ANGLE for the headless GL stack
489
- npx remotion render Composition out.mp4 --codec=h264 --crf=18 --gl=angle
490
- ```
491
-
492
- ---
493
-
494
- ## Gotchas
495
-
496
- - **CSS animations / framer-motion inside `<HtmlInCanvas>` do not animate.**
497
- The whole DOM is rasterized to an `elementImage` once per frame from the
498
- *current* React tree. To animate, drive state from `useCurrentFrame()` and
499
- re-render — same pattern as any Remotion composition.
500
-
501
- - **`ctx.drawImage(elementImage, …)` throws.** Use `ctx.drawElementImage`. The
502
- type system won't help — the cast above is necessary.
503
-
504
- - **Multiple `TransitionSeries.Transition` wrapping `<HtmlInCanvas>` content
505
- can produce blank frames** on the second/third sequence. The exact cause is
506
- unclear (likely a snapshot pipeline interaction), but working around with
507
- fewer sequences or a single transition is reliable. Test with `npx remotion
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- studio` first.
509
-
510
- - **WebGL2 + parallel render workers can crash with `Page crashed!`** on macOS.
511
- Symptom: `TargetCloseError` after a few frames. Fix: render with
512
- `--concurrency=1`. Slower but stable. Likely VRAM contention from the
513
- per-frame `texElementImage2D` upload.
514
-
515
- - **Remotion's headless Chromium has the experimental flag enabled** even
516
- though stock Chrome requires `chrome://flags/#canvas-draw-element`. Local
517
- studio preview also works. End users opening the bundled output don't need
518
- the flag — they're watching a rasterized MP4.
519
-
520
- - **Cleanup in `onInit` matters.** Return a disposer that deletes the program,
521
- texture, VAO, and buffer. Otherwise hot-reload during studio dev leaks GPU
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- memory.
523
-
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- - **Premultiplied alpha + `gl.UNPACK_FLIP_Y_WEBGL = true`** matches what
525
- `texElementImage2D` produces. Forgetting the Y-flip renders the page
526
- upside-down.
527
-
528
- ---
529
-
530
- ## When NOT to Use HtmlInCanvas
531
-
532
- - For straight scrolling-screenshot product tours, plain `<Img>` + `translateY`
533
- is simpler and faster (Pattern 3 above).
534
- - For static graphics that don't need per-frame post-processing, just use
535
- Remotion's normal compositing.
536
- - For rendering text with a single shadow or gradient — CSS does that already.
537
-
538
- Use `HtmlInCanvas` when you specifically need a per-frame canvas-side effect
539
- (blur, shader, procedural compositing) on top of live HTML.
540
-
541
- ---
542
-
543
- ## Reference Examples
544
-
545
- - **`ArticleHighlight`** — progressive vertical blur + animated highlighter
546
- sweep with `mix-blend-mode: multiply` over a styled article.
547
- https://github.com/remotion-dev/html-in-canvas/tree/main/src/ArticleHighlight
548
-
549
- - **`Vintage`** — full vintage-film treatment (gate weave, chromatic
550
- aberration, grain, scratches, dust, light leaks, vignette, flicker) over
551
- slide-transitioned title cards.
552
- https://github.com/remotion-dev/html-in-canvas/tree/main/src/Vintage
553
-
554
- Both ship a `gl.ts` with the WebGL2 setup and a `index.tsx` with the
555
- composition wiring. Treat them as canonical reference implementations.