@vosjs/cli 0.55.0 → 0.56.0
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.
- package/README.md +1 -1
- package/dist/{chunk-FQA7LFXG.js → chunk-XXAY42XS.js} +222 -30
- package/dist/chunk-XXAY42XS.js.map +1 -0
- package/dist/cli.js +3 -3
- package/dist/index.js +1 -1
- package/dist/{run-QREATZCN.js → run-OIZ7NQPU.js} +2 -2
- package/package.json +3 -3
- package/skills/VERSION +1 -1
- package/skills/vos-authoring/SKILL.md +31 -0
- package/skills/vos-port/SKILL.md +7 -3
- package/skills/vos-port/references/elements-and-context.md +7 -1
- package/skills/vos-port/references/remotion.md +2 -2
- package/dist/chunk-FQA7LFXG.js.map +0 -1
- /package/dist/{run-QREATZCN.js.map → run-OIZ7NQPU.js.map} +0 -0
package/dist/cli.js
CHANGED
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@@ -730,7 +730,7 @@ async function cmdCheck(argv) {
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return result.ok ? EXIT_OK : EXIT_ERROR;
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}
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async function delegate(argv, viaAlias = false) {
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const { run } = await import("./run-
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const { run } = await import("./run-OIZ7NQPU.js");
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if (viaAlias && argv[0]) {
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process.stderr.write(
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`note: "vos voila ${argv[0]}" is now "vos ${argv[0]}".
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@@ -770,7 +770,7 @@ async function main() {
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const engine = HELP_ENGINE.split("\n").filter(
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(l) => l.startsWith(` vos ${cmd} `)
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);
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const { verbHelp } = await import("./run-
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const { verbHelp } = await import("./run-OIZ7NQPU.js");
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const take = verbHelp(cmd);
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process.stdout.write(
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`${engine.join("\n")}
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@@ -802,7 +802,7 @@ ${take.includes("no such verb") ? "" : take}`
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main().then(async (code) => {
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if (code === EXIT_OK) {
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const verb = process.argv[2] ?? "";
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const { HELP } = await import("./run-
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const { HELP } = await import("./run-OIZ7NQPU.js");
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const documented = [
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...helpFlagsFor(HELP_ENGINE, verb),
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...helpFlagsFor(HELP, verb)
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package/dist/index.js
CHANGED
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@@ -6,7 +6,7 @@ import {
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takeBackdrop,
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takeBrowserArgs,
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verbHelp
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} from "./chunk-
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} from "./chunk-XXAY42XS.js";
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import "./chunk-JX2YEL3M.js";
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import "./chunk-6XPFWQKP.js";
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export {
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@@ -17,4 +17,4 @@ export {
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takeBrowserArgs,
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verbHelp
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};
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//# sourceMappingURL=run-
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//# sourceMappingURL=run-OIZ7NQPU.js.map
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package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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{
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"name": "@vosjs/cli",
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"version": "0.
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"version": "0.56.0",
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"description": "The vos CLI: record the real product from a scripted browser flow, auto-zoom from the cursor track, cut as data in doc.json, render deterministic video and stills, deliver a release's media per destination spec, and sync with vos.so. One binary, every verb, MIT.",
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"type": "module",
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"license": "MIT",
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@@ -53,9 +53,9 @@
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"playwright": "^1.49.0",
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"@vosjs/core": "^0.25.5",
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"@vosjs/editor": "^1.4.0",
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"@vosjs/elements": "^0.9.0",
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"@vosjs/render-core": "^0.3.11",
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"@vosjs/shared": "^0.6.0",
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"@vosjs/elements": "^0.10.0",
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"@vosjs/render-core": "^0.3.11",
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"@vosjs/studio-core": "^0.33.2",
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"@vosjs/timeline": "^0.4.1",
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"@vosjs/tween": "^0.8.2"
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package/skills/VERSION
CHANGED
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@@ -1 +1 @@
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1
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-
0.
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0.16.0
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@@ -164,6 +164,37 @@ Configs pushed to vos.so get preview-rendered on a software-GL fleet: no
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(too slow), and any fetched asset must be reachable and CORS-open. These are
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fine for purely local renders on a real GPU.
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## Your own passes: depth of field, refraction
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The `postprocessing` list has no depth-of-field pass. For lens effects,
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render the world yourself:
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- Build the world in a private `THREE.Scene` with its own camera. In the
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timeline's `onUpdate`, render it into `WebGLRenderTarget`s (`samples: 4`
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plus a `DepthTexture` works, the render fleet included), run your passes,
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then restore the renderer's target, clear colour and `autoClear`.
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- `ctx.scene` holds ONE full-screen quad that composites the result
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(`gl_Position = vec4(position.xy, 0.0, 1.0)`, `frustumCulled = false`, no
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depth test). Add it with `ctx.scene.add()`: the engine never adds
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`objects` for you, and a quad left out renders a flat black frame.
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- Size the targets from `renderer.getDrawingBufferSize()`; rebuild them
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when it changes.
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Depth of field that reads:
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- **Set the blur in pixels, by design.** A physical lens at scene scale
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(f/1.6 at 40 cm) leaves a sharp zone a few millimetres deep, so the
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subject you mean to show goes soft too. Decide what one depth step should
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cost (8 to 20 px at 1080p) and solve for the lens strength.
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- **Keep the subject square to the camera while it is in focus.** A plane
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seen at an angle spans depth, and shallow focus sharpens only a strip of
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it. Check that the blur at the subject's corners stays under 1 px.
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- **Focus on a plane, not a point:** the focus distance is measured along
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the camera's axis.
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- **Judge focus at full size.** Render `vos still … --width 1920 --height
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1080` and crop at 100%: a 1280×720 still or a contact sheet hides 10 px
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of blur.
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## Design principles
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- **Visual impact**: bloom for glow (even 0.3–0.5 elevates); emissive
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package/skills/vos-port/SKILL.md
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@@ -169,7 +169,11 @@ approximation.
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3. **Scaffold**: `npx vos port scaffold` writes `port/program/program.mjs`
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(every word a bound element, every colour a key, the knobs, a label and a
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TODO per scene, each scene's words shown in its window, a painter only
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when the inventory needs one
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when the inventory needs one, and the PAINTER STARTER as
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`content.refs.lib` when the piece needs a painter or springs: Remotion's
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`spring` to the frame, `springTo` for the timeline, `interpolate`,
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`bezier`, seeded noise; never read another engine's source for these),
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`doc.json` with the score as a track, and
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`port/REPORT.md` (substituted faces, gaps). Read the report first. On an
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older CLI, scaffold from `references/intro-port.mjs` by hand.
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4. **Translate scene by scene** with the tables, replacing each TODO. One
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@@ -202,8 +206,8 @@ stated approximation:
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| a colour per split unit (`charStyle` making one letter red) | segments carry x/y/opacity/scale/rotation only: a separate element, or paint it |
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| `mixBlendMode` | no blend modes on elements: paint it |
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| a shape's colour as a knob | an svg's colours are compiled in (static `colors`): paint the shape if its colour must change live |
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| `spring()` | no spring
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| `@remotion/noise`, SVG `feTurbulence` | the painter |
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| `spring()` | no spring EASE in the dialect; the scaffold's painter starter (cli 0.56+) has `lib.springTo`, Remotion's spring on the timeline a step per frame, exact. Older: `back.out(n)`, by eye |
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| `@remotion/noise`, SVG `feTurbulence` | the painter, on the starter's `lib.noise2D/noise3D` (the same character, not the same values) |
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| a group transform (scale the whole scene) | no element groups: tween each element the same way |
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Colours render as authored from `@vosjs/elements` 0.8.2 (older versions
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<!-- Generated by scripts/build-element-reference.mjs from @vosjs/core 0.25.
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<!-- Generated by scripts/build-element-reference.mjs from @vosjs/core 0.25.5, @vosjs/elements 0.9.0, @vosjs/timeline 0.4.1 and @vosjs/shared 0.6.0. Do not edit by hand: re-run the script. -->
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# Elements, the context and eases: the declarations
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moves each letter FROM its laid-out place (`from`, or `s.y + dy`), never
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to a position computed by hand.
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A split element's `props` are the WORD (`@vosjs/elements` 0.10+): `x`/`y`
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offset every unit, `opacity` multiplies each unit's own, `scale` and
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`rotation` scale and turn the word about its centre, so letters rise
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through `el.segments` while `el.props` drifts or fades the word, two
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tweens, never one per letter. Before 0.10 they moved the FIRST letter only.
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Writing any of `content`, `fontSize`, `fontFamily`, `fontWeight`, `fontStyle`, `letterSpacing`, `color`, `strokeColor`, `strokeWidth` on a text element's `props`
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re-rasters it (the runtime's own list), so a scramble or a counter writes
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`el.props.content` in `onFrame` and a colour change sets `el.props.color`.
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| `useCurrentFrame()` | nothing in a tween (the timeline is the clock); `ctx.time * fps` inside `onFrame` |
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| `interpolate(f, [a, b], [x, y], { easing, extrapolate: 'clamp' })` | `tl.fromTo(props, { p: x }, { p: y, duration: (b - a) / fps, ease }, a / fps)` |
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| `Easing.bezier(x1, y1, x2, y2)` | `ease: 'css-bezier(x1, y1, x2, y2)'` (exact) |
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| `spring({ frame, fps, config })` |
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| `spring({ frame, fps, config })` | the painter starter (cli 0.56+): `content.refs.lib.springTo(tl, props, { y: [from, to] }, at, { fps, config })` puts Remotion's own spring on the timeline, a step per frame, exact to the frame; `lib.spring({ frame, fps, config })` is the value (`durationInFrames`, `delay`, `overshootClamping` as Remotion's). On an older CLI: `back.out(n)` of a similar overshoot, by eye |
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| `<Sequence from durationInFrames>` | `tl.addLabel(name, from / fps)` and the scene's elements tweened in and out inside that window |
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| `<TransitionSeries>` + `fade()` | opacity tweens across the overlap window |
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| `<AbsoluteFill>` + flex centring | `position: 'center'`; offsets in `transform: { translateX, translateY }` (design px) |
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| `<Audio src={staticFile('s.mp3')} />` | `doc.json` `audio: [{ key: 's.mp3', start, in, out, duration, gain, fadeIn, fadeOut }]` |
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| `<Video>` / `<OffthreadVideo>` | a `video` element, windowed by opacity; a source in-point is not supported yet |
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| `@remotion/google-fonts` `loadFont()` | `fonts: [{ family, weight, url }]` from `https://vos.so/api/fonts`; a face the catalog lacks is substituted and said |
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| `@remotion/noise` `noise3D`, SVG `feTurbulence` grain | the painter, reading its seed and amounts from `data` |
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| `@remotion/noise` `noise3D`, SVG `feTurbulence` grain | the painter, with `content.refs.lib.noise2D/noise3D(seed, …)` (cli 0.56+: seeded simplex, the character of `@remotion/noise`, not its values, so match by eye), reading its seed and amounts from `data` |
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| `mixBlendMode` | GAP: the painter |
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| an inline `<svg>` shape | an `svg` element (`src` is the markup); its colours are static, so a shape colour that must be a knob is painted |
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| a solid background | `ctx.scene.background = new ctx.THREE.Color(ctx.data.ink)` in `createContent`, `.set(ctx.data.ink)` in `onFrame` |
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