takomi 2.1.45 → 2.5.4

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 (679) hide show
  1. package/.pi/README.md +5 -5
  2. package/.pi/agents/architect.md +2 -2
  3. package/.pi/agents/designer.md +2 -2
  4. package/.pi/agents/worker.md +32 -0
  5. package/.pi/extensions/oauth-router/README.md +3 -3
  6. package/.pi/extensions/oauth-router/config.ts +34 -34
  7. package/.pi/extensions/oauth-router/report-ui.ts +205 -205
  8. package/.pi/extensions/oauth-router/scripts/vibe-verify.py +5 -5
  9. package/.pi/extensions/takomi-context-manager/diagnostics.ts +560 -560
  10. package/.pi/extensions/takomi-context-manager/model-policy-gate.ts +15 -103
  11. package/.pi/extensions/takomi-context-manager/policy-tools.ts +93 -93
  12. package/.pi/extensions/takomi-context-manager/skill-categories.d.ts +11 -11
  13. package/.pi/extensions/takomi-context-manager/skill-tools.ts +208 -208
  14. package/.pi/extensions/takomi-context-manager/tool-renderers.ts +112 -112
  15. package/.pi/extensions/takomi-runtime/command-text.ts +5 -4
  16. package/.pi/extensions/takomi-runtime/commands.ts +17 -17
  17. package/.pi/extensions/takomi-runtime/gate-provenance.ts +24 -24
  18. package/.pi/extensions/takomi-runtime/index.ts +278 -86
  19. package/.pi/extensions/takomi-runtime/model-routing-defaults.ts +168 -232
  20. package/.pi/extensions/takomi-runtime/profile.ts +9 -8
  21. package/.pi/extensions/takomi-runtime/routing-policy.ts +84 -65
  22. package/.pi/extensions/takomi-runtime/shared.ts +7 -30
  23. package/.pi/extensions/takomi-runtime/tool-renderers.ts +234 -234
  24. package/.pi/extensions/takomi-runtime/workflow-catalog.ts +54 -54
  25. package/.pi/extensions/takomi-subagents/agents.ts +5 -0
  26. package/.pi/extensions/takomi-subagents/async-lifecycle.ts +401 -401
  27. package/.pi/extensions/takomi-subagents/detached-results.ts +940 -940
  28. package/.pi/extensions/takomi-subagents/index.ts +4 -0
  29. package/.pi/extensions/takomi-subagents/native-render.ts +253 -250
  30. package/.pi/extensions/takomi-subagents/pi-subagents-engine.ts +7 -1
  31. package/.pi/extensions/takomi-subagents/result-heartbeat.ts +55 -55
  32. package/.pi/extensions/takomi-subagents/subagent-ux.ts +162 -162
  33. package/.pi/extensions/takomi-subagents/tool-runner.ts +65 -1
  34. package/.pi/settings.json +39 -36
  35. package/.pi/takomi/model-routing.md +6 -0
  36. package/.pi/takomi-profile.json +8 -4
  37. package/README.md +1 -1
  38. package/assets/.agent/skills/embedded-captions/CATALOG.md +93 -93
  39. package/assets/.agent/skills/embedded-captions/SKILL.md +286 -286
  40. package/assets/.agent/skills/embedded-captions/assets/brand/CDPR-fankit-terms.txt +35 -35
  41. package/assets/.agent/skills/embedded-captions/assets/brand/cyberpunk-widths.json +115 -115
  42. package/assets/.agent/skills/embedded-captions/assets/fonts/char-widths.json +2211 -2211
  43. package/assets/.agent/skills/embedded-captions/assets/strokefonts/HersheyScript1.svg +241 -241
  44. package/assets/.agent/skills/embedded-captions/assets/strokefonts/HersheyScriptMed.svg +241 -241
  45. package/assets/.agent/skills/embedded-captions/dna/README.md +148 -148
  46. package/assets/.agent/skills/embedded-captions/dna/chrome.json +68 -68
  47. package/assets/.agent/skills/embedded-captions/dna/cream.json +69 -69
  48. package/assets/.agent/skills/embedded-captions/dna/documentary.json +62 -62
  49. package/assets/.agent/skills/embedded-captions/dna/editorial.json +70 -70
  50. package/assets/.agent/skills/embedded-captions/dna/glitch.json +82 -82
  51. package/assets/.agent/skills/embedded-captions/dna/ink.json +65 -65
  52. package/assets/.agent/skills/embedded-captions/dna/keynote.json +62 -62
  53. package/assets/.agent/skills/embedded-captions/dna/loud.json +75 -75
  54. package/assets/.agent/skills/embedded-captions/dna/neon.json +58 -58
  55. package/assets/.agent/skills/embedded-captions/dna/velocity.json +89 -89
  56. package/assets/.agent/skills/embedded-captions/modes/cinematic/README.md +48 -48
  57. package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/champion/spec.md +98 -98
  58. package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/champion/template.html +188 -188
  59. package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/memory-wall/spec.md +134 -134
  60. package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/memory-wall/template.html +179 -179
  61. package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/portrait-header/spec.md +81 -81
  62. package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/portrait-header/template.html +170 -170
  63. package/assets/.agent/skills/embedded-captions/modes/cinematic/cinematic-cream/spec.md +16 -16
  64. package/assets/.agent/skills/embedded-captions/modes/cinematic/cinematic-cream/template.html +226 -226
  65. package/assets/.agent/skills/embedded-captions/modes/cinematic/engine.html +355 -355
  66. package/assets/.agent/skills/embedded-captions/modes/standard/_anatomy.md +233 -233
  67. package/assets/.agent/skills/embedded-captions/modes/standard/_motion.md +192 -192
  68. package/assets/.agent/skills/embedded-captions/modes/standard/fonts/build-fonts-css.cjs +97 -97
  69. package/assets/.agent/skills/embedded-captions/references/aesthetic-principles.md +168 -168
  70. package/assets/.agent/skills/embedded-captions/references/anti-patterns.md +188 -188
  71. package/assets/.agent/skills/embedded-captions/references/bespoke-vs-presets.md +178 -178
  72. package/assets/.agent/skills/embedded-captions/references/caption-grouping.md +130 -130
  73. package/assets/.agent/skills/embedded-captions/references/composition-craft.md +522 -522
  74. package/assets/.agent/skills/embedded-captions/references/direction-catalog.md +138 -138
  75. package/assets/.agent/skills/embedded-captions/references/example-renders/champion.html +371 -371
  76. package/assets/.agent/skills/embedded-captions/references/example-renders/memory-wall.html +334 -334
  77. package/assets/.agent/skills/embedded-captions/references/failure-modes.md +145 -145
  78. package/assets/.agent/skills/embedded-captions/references/layout-heuristics.md +238 -238
  79. package/assets/.agent/skills/embedded-captions/references/motion-vocabulary.md +148 -148
  80. package/assets/.agent/skills/embedded-captions/references/rail.md +68 -68
  81. package/assets/.agent/skills/embedded-captions/references/reference-bar.md +47 -47
  82. package/assets/.agent/skills/embedded-captions/references/scene-types.md +94 -94
  83. package/assets/.agent/skills/embedded-captions/references/test-set.md +66 -66
  84. package/assets/.agent/skills/embedded-captions/references/typographic-moves.md +266 -266
  85. package/assets/.agent/skills/embedded-captions/references/typography-presets.md +63 -63
  86. package/assets/.agent/skills/embedded-captions/scripts/audio-envelope.cjs +95 -95
  87. package/assets/.agent/skills/embedded-captions/scripts/check-occlusion.cjs +250 -250
  88. package/assets/.agent/skills/embedded-captions/scripts/check-overflow.cjs +194 -194
  89. package/assets/.agent/skills/embedded-captions/scripts/check-rail-climax.cjs +233 -233
  90. package/assets/.agent/skills/embedded-captions/scripts/check-timing.cjs +173 -173
  91. package/assets/.agent/skills/embedded-captions/scripts/fill-timings.cjs +124 -124
  92. package/assets/.agent/skills/embedded-captions/scripts/fit-fonts.cjs +158 -158
  93. package/assets/.agent/skills/embedded-captions/scripts/gen-stroke-path.py +46 -46
  94. package/assets/.agent/skills/embedded-captions/scripts/inject-fonts.cjs +169 -169
  95. package/assets/.agent/skills/embedded-captions/scripts/lib-dna.cjs +201 -201
  96. package/assets/.agent/skills/embedded-captions/scripts/make-cinematic.cjs +1205 -1205
  97. package/assets/.agent/skills/embedded-captions/scripts/make-composition.cjs +404 -404
  98. package/assets/.agent/skills/embedded-captions/scripts/make-theme.cjs +8781 -8781
  99. package/assets/.agent/skills/embedded-captions/scripts/matte.cjs +279 -279
  100. package/assets/.agent/skills/embedded-captions/scripts/measure-layout.cjs +293 -293
  101. package/assets/.agent/skills/embedded-captions/scripts/prepare.sh +39 -39
  102. package/assets/.agent/skills/embedded-captions/scripts/preview-frames.cjs +268 -268
  103. package/assets/.agent/skills/embedded-captions/scripts/render-and-composite.sh +469 -469
  104. package/assets/.agent/skills/embedded-captions/scripts/render-theme.sh +34 -34
  105. package/assets/.agent/skills/embedded-captions/scripts/safe-zones.cjs +813 -813
  106. package/assets/.agent/skills/embedded-captions/scripts/transcribe.cjs +332 -332
  107. package/assets/.agent/skills/embedded-captions/themes/PORTING.md +49 -49
  108. package/assets/.agent/skills/embedded-captions/themes/README.md +244 -244
  109. package/assets/.agent/skills/embedded-captions/themes/anchor.json +27 -27
  110. package/assets/.agent/skills/embedded-captions/themes/arcade.json +51 -51
  111. package/assets/.agent/skills/embedded-captions/themes/aurora.json +41 -41
  112. package/assets/.agent/skills/embedded-captions/themes/biolume.json +35 -35
  113. package/assets/.agent/skills/embedded-captions/themes/brush.json +74 -74
  114. package/assets/.agent/skills/embedded-captions/themes/chalkboard.json +52 -52
  115. package/assets/.agent/skills/embedded-captions/themes/dossier.json +56 -56
  116. package/assets/.agent/skills/embedded-captions/themes/graffiti.json +62 -62
  117. package/assets/.agent/skills/embedded-captions/themes/hologram.json +41 -41
  118. package/assets/.agent/skills/embedded-captions/themes/inkwater.json +43 -43
  119. package/assets/.agent/skills/embedded-captions/themes/laser.json +46 -46
  120. package/assets/.agent/skills/embedded-captions/themes/lastpage.json +33 -33
  121. package/assets/.agent/skills/embedded-captions/themes/neonsign.json +53 -53
  122. package/assets/.agent/skills/embedded-captions/themes/nightcity.json +56 -56
  123. package/assets/.agent/skills/embedded-captions/themes/ordnance.json +54 -54
  124. package/assets/.agent/skills/embedded-captions/themes/papercut.json +37 -37
  125. package/assets/.agent/skills/embedded-captions/themes/popup.json +46 -46
  126. package/assets/.agent/skills/embedded-captions/themes/ransom.json +62 -62
  127. package/assets/.agent/skills/embedded-captions/themes/scoreboard.json +54 -54
  128. package/assets/.agent/skills/embedded-captions/themes/spectrum.json +46 -46
  129. package/assets/.agent/skills/embedded-captions/themes/stardust.json +29 -29
  130. package/assets/.agent/skills/embedded-captions/themes/stomp.json +43 -43
  131. package/assets/.agent/skills/embedded-captions/themes/terminal.json +49 -49
  132. package/assets/.agent/skills/embedded-captions/themes/thunder.json +44 -44
  133. package/assets/.agent/skills/embedded-captions/themes/transit.json +44 -44
  134. package/assets/.agent/skills/embedded-captions/themes/vhs.json +47 -47
  135. package/assets/.agent/skills/faceless-explainer/SKILL.md +209 -209
  136. package/assets/.agent/skills/faceless-explainer/references/cut-catalog.md +215 -215
  137. package/assets/.agent/skills/faceless-explainer/references/motion-language.md +156 -156
  138. package/assets/.agent/skills/faceless-explainer/references/story-design.md +248 -248
  139. package/assets/.agent/skills/faceless-explainer/references/visual-design.md +146 -146
  140. package/assets/.agent/skills/faceless-explainer/scripts/assemble-index.mjs +570 -570
  141. package/assets/.agent/skills/faceless-explainer/scripts/audio.mjs +253 -253
  142. package/assets/.agent/skills/faceless-explainer/scripts/build-frame.mjs +536 -536
  143. package/assets/.agent/skills/faceless-explainer/scripts/captions.mjs +508 -508
  144. package/assets/.agent/skills/faceless-explainer/scripts/lib/assets.mjs +55 -55
  145. package/assets/.agent/skills/faceless-explainer/scripts/lib/dimensions.mjs +45 -45
  146. package/assets/.agent/skills/faceless-explainer/scripts/lib/storyboard.mjs +249 -249
  147. package/assets/.agent/skills/faceless-explainer/scripts/lib/tokens.mjs +204 -204
  148. package/assets/.agent/skills/faceless-explainer/scripts/lib/transition-registry.mjs +38 -38
  149. package/assets/.agent/skills/faceless-explainer/scripts/lib/transitions.json +71 -71
  150. package/assets/.agent/skills/faceless-explainer/scripts/transitions.mjs +320 -320
  151. package/assets/.agent/skills/faceless-explainer/sub-agents/frame-worker.md +75 -75
  152. package/assets/.agent/skills/figma/SKILL.md +121 -121
  153. package/assets/.agent/skills/general-video/SKILL.md +143 -143
  154. package/assets/.agent/skills/hyperframes/SKILL.md +164 -164
  155. package/assets/.agent/skills/hyperframes-animation/SKILL.md +84 -84
  156. package/assets/.agent/skills/hyperframes-animation/adapters/animate-text.md +64 -64
  157. package/assets/.agent/skills/hyperframes-animation/adapters/animejs.md +114 -114
  158. package/assets/.agent/skills/hyperframes-animation/adapters/css-animations.md +143 -143
  159. package/assets/.agent/skills/hyperframes-animation/adapters/gsap-easing-and-stagger.md +118 -118
  160. package/assets/.agent/skills/hyperframes-animation/adapters/gsap-timeline-and-labels.md +96 -96
  161. package/assets/.agent/skills/hyperframes-animation/adapters/gsap-transforms-and-perf.md +96 -96
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  163. package/assets/.agent/skills/hyperframes-animation/adapters/html-in-canvas-patterns.md +507 -507
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  167. package/assets/.agent/skills/hyperframes-animation/adapters/waapi.md +101 -101
  168. package/assets/.agent/skills/hyperframes-animation/blueprints/comparison-split.md +27 -27
  169. package/assets/.agent/skills/hyperframes-animation/blueprints/constellation-hub.md +44 -44
  170. package/assets/.agent/skills/hyperframes-animation/blueprints/cta-morph-press.md +28 -28
  171. package/assets/.agent/skills/hyperframes-animation/blueprints/cursor-ui-demo.md +57 -57
  172. package/assets/.agent/skills/hyperframes-animation/blueprints/dataviz-countup.md +46 -46
  173. package/assets/.agent/skills/hyperframes-animation/blueprints/device-surface-showcase.md +53 -53
  174. package/assets/.agent/skills/hyperframes-animation/blueprints/grid-card-assemble.md +66 -66
  175. package/assets/.agent/skills/hyperframes-animation/blueprints/kinetic-type-beats.md +78 -78
  176. package/assets/.agent/skills/hyperframes-animation/blueprints/logo-assemble-lockup.md +69 -69
  177. package/assets/.agent/skills/hyperframes-animation/blueprints/overwhelm-surround.md +28 -28
  178. package/assets/.agent/skills/hyperframes-animation/blueprints/spatial-pan-stations.md +37 -37
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  184. package/assets/.agent/skills/hyperframes-animation/examples/brand-reveal-assemble-zoom.html +382 -382
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- # HTML-in-Canvas Patterns
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- HyperFrames' most powerful visual capability. Capture ANY live HTML/CSS as a GPU texture, then render it through WebGL shaders, Three.js 3D scenes, or post-processing effects — at 60fps, pixel-perfect, with every CSS feature supported.
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-
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- **Read this file when a beat deserves cinematic treatment beyond flat GSAP animations.** Use for 1-3 hero beats per video, not every beat. The rest can use standard GSAP — the contrast between flat beats and HTML-in-Canvas beats IS part of the visual storytelling.
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-
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- ---
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-
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- ## Core Boilerplate (same in every HTML-in-Canvas composition)
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- Every HTML-in-Canvas effect shares this structure. Learn this once, adapt it for any effect.
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-
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- ```html
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- <!-- 1. Source HTML — your content goes inside a layoutsubtree canvas -->
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- <canvas
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- id="hic-source"
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- layoutsubtree
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- width="1920"
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- <!-- YOUR HTML CONTENT HERE — text, images, cards, dashboards, anything -->
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- <canvas id="hic-output" width="1920" height="1080" style="position:absolute;inset:0;"></canvas>
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- ```
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- ```js
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- if (!("layoutSubtree" in tc)) return false;
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- var apiOk = isHiCSupported();
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- var capCanvas = document.getElementById("hic-source");
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- function captureContent() {
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- if (apiOk) {
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- tl.to(
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- {
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- },
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- ```
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-
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- **Fallback:** When `drawElementImage` is not available (preview without Chrome flag), draw a solid-color placeholder or use Canvas 2D text. The HyperFrames renderer auto-enables the flag — the effect WILL work in the final video. See the liquid-glass block for a complete fallback example.
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-
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- ---
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-
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- ## Effect Catalog
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-
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- ### 1. 3D Rotation with Bloom (Three.js)
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-
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- **What it looks like:** Content floats in 3D space, slowly rotating with cinematic glow around bright edges. Like a product screenshot displayed in a dark theater.
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- **When to use:** Hero product showcase, feature reveal, CTA with premium feel.
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- **Key Three.js components:** `PlaneGeometry` + `CanvasTexture` + `EffectComposer` + `UnrealBloomPass`
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-
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- ```js
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- // After the boilerplate above, add:
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- var scene3d = new THREE.Scene();
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- var camera = new THREE.PerspectiveCamera(45, 1920 / 1080, 0.1, 100);
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- );
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- scene3d.add(mesh);
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- // Post-processing: bloom for cinematic glow.
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- // EffectComposer / RenderPass / UnrealBloomPass are ES-module named imports
103
- // (see the import block below) — they're NOT properties of THREE in modern
104
- // versions. Three.js r150+ removed the UMD `examples/js/` globals.
105
- var composer = new EffectComposer(renderer);
106
- composer.addPass(new RenderPass(scene3d, camera));
107
- composer.addPass(new UnrealBloomPass(new THREE.Vector2(1920, 1080), 0.3, 0.4, 0.85));
108
-
109
- var proxy = { rotY: -0.12, zoom: 4.2 };
110
- tl.to(
111
- proxy,
112
- {
113
- rotY: 0.12,
114
- zoom: 3.6,
115
- duration: BEAT_DURATION,
116
- ease: "sine.inOut",
117
- onUpdate: function () {
118
- captureContent();
119
- texture.needsUpdate = true;
120
- mesh.rotation.y = proxy.rotY;
121
- camera.position.z = proxy.zoom;
122
- composer.render();
123
- },
124
- },
125
- 0,
126
- );
127
- ```
128
-
129
- **Load Three.js and post-processing via ESM (use a `type="module"` script):**
130
-
131
- ```html
132
- <script type="module">
133
- import * as THREE from "https://cdn.jsdelivr.net/npm/three@0.181.2/+esm";
134
- import { EffectComposer } from "https://cdn.jsdelivr.net/npm/three@0.181.2/examples/jsm/postprocessing/EffectComposer.js";
135
- import { RenderPass } from "https://cdn.jsdelivr.net/npm/three@0.181.2/examples/jsm/postprocessing/RenderPass.js";
136
- import { ShaderPass } from "https://cdn.jsdelivr.net/npm/three@0.181.2/examples/jsm/postprocessing/ShaderPass.js";
137
- import { UnrealBloomPass } from "https://cdn.jsdelivr.net/npm/three@0.181.2/examples/jsm/postprocessing/UnrealBloomPass.js";
138
- // ... rest of composition code using these imports
139
- </script>
140
- ```
141
-
142
- The `examples/js/` path was removed in Three.js r152. Use `examples/jsm/` (ES modules) with `three@0.181.2` — the version used by the HyperFrames Three.js adapter.
143
-
144
- ---
145
-
146
- ### 2. Magnetic Cursor Distortion (Raw WebGL2)
147
-
148
- **What it looks like:** Content warps and bends toward a moving point, like a magnet pulling on pixels. Chromatic aberration splits RGB channels at the distortion site.
149
-
150
- **When to use:** Interactive feel, product demo with cursor, "look at THIS feature" moment.
151
-
152
- **Key technique:** Custom fragment shader with Gaussian warp + chromatic split. No Three.js needed — just raw WebGL2.
153
-
154
- ```js
155
- // WebGL2 setup
156
- var gl = document.getElementById("hic-output").getContext("webgl2", {
157
- alpha: false,
158
- preserveDrawingBuffer: true,
159
- });
160
-
161
- // Vertex shader — full-screen quad
162
- var VS = `#version 300 es
163
- in vec2 a_pos;
164
- out vec2 v_uv;
165
- void main() {
166
- v_uv = a_pos * 0.5 + 0.5;
167
- gl_Position = vec4(a_pos, 0.0, 1.0);
168
- }`;
169
-
170
- // Fragment shader — magnetic warp + chromatic aberration
171
- var FS = `#version 300 es
172
- precision highp float;
173
- in vec2 v_uv;
174
- out vec4 fragColor;
175
- uniform sampler2D u_tex;
176
- uniform vec2 u_cursor; // cursor position (0-1)
177
- uniform float u_strength; // warp strength (0-1)
178
-
179
- void main() {
180
- vec2 uv = v_uv;
181
- vec2 delta = uv - u_cursor;
182
- float dist = length(delta);
183
- float warp = u_strength * exp(-dist * dist * 8.0);
184
- vec2 warped = uv - delta * warp * 0.3;
185
-
186
- // Chromatic aberration at distortion site
187
- float aberration = warp * 0.008;
188
- float r = texture(u_tex, warped + vec2(aberration, 0.0)).r;
189
- float g = texture(u_tex, warped).g;
190
- float b = texture(u_tex, warped - vec2(aberration, 0.0)).b;
191
- fragColor = vec4(r, g, b, 1.0);
192
- }`;
193
-
194
- // Compile, link, setup quad geometry, upload texture...
195
- // (See registry/blocks/vfx-magnetic/vfx-magnetic.html for complete implementation)
196
-
197
- // Drive cursor position from GSAP
198
- var proxy = { cx: 0.2, cy: 0.5, strength: 0.0 };
199
- tl.to(
200
- proxy,
201
- {
202
- cx: 0.8,
203
- cy: 0.4,
204
- strength: 1.0,
205
- duration: BEAT_DURATION,
206
- ease: "power2.inOut",
207
- onUpdate: function () {
208
- captureContent();
209
- // Upload texture, set uniforms, draw
210
- gl.uniform2f(cursorLoc, proxy.cx, proxy.cy);
211
- gl.uniform1f(strengthLoc, proxy.strength);
212
- gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
213
- },
214
- },
215
- 0,
216
- );
217
- ```
218
-
219
- ---
220
-
221
- ### 3. Shatter / Fragment Explosion (Three.js)
222
-
223
- **What it looks like:** Content breaks into geometric fragments that fly apart, revealing what's behind.
224
-
225
- **When to use:** Dramatic transition, "breaking free" moment, tension release.
226
-
227
- **Key technique:** Subdivide the source texture into triangle mesh fragments using BufferGeometry, then animate each fragment's position/rotation with GSAP.
228
-
229
- Study `registry/blocks/vfx-shatter/vfx-shatter.html` for the complete 1156-line implementation. The core idea:
230
-
231
- ```js
232
- // 1. Capture content to texture (same boilerplate)
233
- // Seeded PRNG for determinism — Math.random() is banned
234
- function mulberry32(seed) {
235
- return function () {
236
- seed |= 0;
237
- seed = (seed + 0x6d2b79f5) | 0;
238
- var t = Math.imul(seed ^ (seed >>> 15), 1 | seed);
239
- t ^= t + Math.imul(t ^ (t >>> 7), 61 | t);
240
- return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
241
- };
242
- }
243
- var rng = mulberry32(42);
244
-
245
- // 2. Create N triangle fragments from the texture
246
- var fragments = [];
247
- for (var i = 0; i < NUM_FRAGMENTS; i++) {
248
- var geom = new THREE.BufferGeometry();
249
- var mesh = new THREE.Mesh(geom, new THREE.MeshBasicMaterial({ map: texture }));
250
- scene3d.add(mesh);
251
- fragments.push({ mesh: mesh, targetPos: randomExplosionVector(rng), delay: rng() * 0.5 });
252
- }
253
-
254
- // 3. Animate: first hold still, then EXPLODE
255
- tl.to({}, { duration: holdTime }, 0);
256
- fragments.forEach(function (frag) {
257
- tl.to(
258
- frag.mesh.position,
259
- {
260
- x: frag.targetPos.x,
261
- y: frag.targetPos.y,
262
- z: frag.targetPos.z,
263
- duration: 0.8,
264
- ease: "power3.in",
265
- },
266
- holdTime + frag.delay,
267
- );
268
- tl.to(
269
- frag.mesh.rotation,
270
- { x: rng() * 4, y: rng() * 4, duration: 0.8, ease: "power2.in" },
271
- holdTime + frag.delay,
272
- );
273
- });
274
- ```
275
-
276
- ---
277
-
278
- ### 4. Liquid / Fluid Surface (Three.js)
279
-
280
- **What it looks like:** Content floats above a rippling liquid surface with real-time wave dynamics. Or content IS the surface, undulating like water.
281
-
282
- **When to use:** Organic/premium feel, ambient background, "living" product showcase.
283
-
284
- **Key technique:** Subdivided PlaneGeometry with vertex displacement driven by noise functions in a vertex shader.
285
-
286
- Study `registry/blocks/vfx-liquid-background/vfx-liquid-background.html` for the 1244-line implementation. Core idea:
287
-
288
- ```js
289
- // Custom vertex shader with wave displacement
290
- var vertexShader = `
291
- varying vec2 vUv;
292
- uniform float u_time;
293
- void main() {
294
- vUv = uv;
295
- vec3 pos = position;
296
- // Sine wave displacement
297
- pos.z += sin(pos.x * 3.0 + u_time * 2.0) * 0.15;
298
- pos.z += cos(pos.y * 2.5 + u_time * 1.5) * 0.1;
299
- gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
300
- }
301
- `;
302
-
303
- var mesh = new THREE.Mesh(
304
- new THREE.PlaneGeometry(4, 3, 64, 64), // heavily subdivided for smooth waves
305
- new THREE.ShaderMaterial({
306
- vertexShader: vertexShader,
307
- fragmentShader: `varying vec2 vUv; uniform sampler2D u_tex;
308
- void main() { gl_FragColor = texture2D(u_tex, vUv); }`,
309
- uniforms: {
310
- u_tex: { value: texture },
311
- u_time: { value: 0 },
312
- },
313
- }),
314
- );
315
- ```
316
-
317
- ---
318
-
319
- ### 5. Portal / Dimensional Reveal (Three.js)
320
-
321
- **What it looks like:** A glowing circular portal opens and content emerges through it from another dimension.
322
-
323
- **When to use:** Product reveal, "entering the app" moment, hero feature introduction.
324
-
325
- Study `registry/blocks/vfx-portal/vfx-portal.html` for the complete 863-line implementation.
326
-
327
- ---
328
-
329
- ## When to Use HTML-in-Canvas vs Standard GSAP
330
-
331
- | Scenario | Use | Why |
332
- | -------------------------------- | ------------------------------------ | ------------------------------------ |
333
- | Hero product screenshot showcase | HTML-in-Canvas (3D rotation + bloom) | Makes flat UI feel cinematic |
334
- | Feature list / stats | Standard GSAP | Content-focused, doesn't need 3D |
335
- | CTA / brand reveal | HTML-in-Canvas (portal or magnetic) | Makes the moment memorable |
336
- | Social proof / logos | Standard GSAP | Orderly cascade, trust is steady |
337
- | Transition between acts | HTML-in-Canvas (shatter) | Dramatic act break |
338
- | Background atmosphere | HTML-in-Canvas (liquid surface) | Premium ambient feel |
339
- | Quick feature cards | Standard GSAP | Speed matters, 3D would slow it down |
340
-
341
- ---
342
-
343
- ## More Effects You Can Build
344
-
345
- These aren't in the VFX blocks — build them yourself from the core boilerplate + a custom fragment shader. Each effect is a single GLSL function applied to the captured texture.
346
-
347
- ### 6. Noise Dissolve
348
-
349
- Content dissolves into noise particles, revealing what's behind. Great for transitions.
350
-
351
- ```glsl
352
- // Fragment shader — noise-based dissolve
353
- uniform float u_progress; // 0.0 = fully visible, 1.0 = fully dissolved
354
- uniform sampler2D u_tex;
355
-
356
- float hash(vec2 p) {
357
- return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
358
- }
359
-
360
- void main() {
361
- vec2 uv = v_uv;
362
- float noise = hash(uv * 50.0);
363
- float threshold = u_progress;
364
- if (noise < threshold) {
365
- // Edge glow at the dissolve boundary
366
- float edge = smoothstep(threshold - 0.05, threshold, noise);
367
- fragColor = vec4(1.0, 0.6, 0.2, 1.0) * (1.0 - edge); // orange edge glow
368
- } else {
369
- fragColor = texture(u_tex, uv);
370
- }
371
- }
372
- ```
373
-
374
- ### 7. Holographic / Iridescent
375
-
376
- Content gets a rainbow-shifting holographic sheen that moves with time. Premium, futuristic feel.
377
-
378
- ```glsl
379
- uniform float u_time;
380
- uniform sampler2D u_tex;
381
-
382
- void main() {
383
- vec4 color = texture(u_tex, v_uv);
384
- // Iridescent color shift based on position + time
385
- float angle = v_uv.x * 6.28 + v_uv.y * 3.14 + u_time * 0.5;
386
- vec3 holo = vec3(
387
- sin(angle) * 0.5 + 0.5,
388
- sin(angle + 2.094) * 0.5 + 0.5,
389
- sin(angle + 4.189) * 0.5 + 0.5
390
- );
391
- // Blend holographic over content (subtle overlay)
392
- fragColor = vec4(mix(color.rgb, holo, 0.15 + 0.1 * sin(u_time)), color.a);
393
- }
394
- ```
395
-
396
- ### 8. Scan Lines + CRT
397
-
398
- Retro CRT monitor look — scan lines, slight curvature, phosphor glow. Great for "code" or "terminal" beats.
399
-
400
- ```glsl
401
- uniform sampler2D u_tex;
402
- uniform float u_time;
403
-
404
- void main() {
405
- vec2 uv = v_uv;
406
- // Barrel distortion (CRT curvature)
407
- vec2 centered = uv - 0.5;
408
- float dist = dot(centered, centered);
409
- uv = uv + centered * dist * 0.15;
410
-
411
- vec4 color = texture(u_tex, uv);
412
- // Scan lines
413
- float scanline = sin(uv.y * 800.0) * 0.04;
414
- color.rgb -= scanline;
415
- // Slight RGB offset (phosphor)
416
- color.r = texture(u_tex, uv + vec2(0.001, 0.0)).r;
417
- color.b = texture(u_tex, uv - vec2(0.001, 0.0)).b;
418
- // Vignette
419
- float vignette = 1.0 - dist * 2.0;
420
- fragColor = vec4(color.rgb * vignette, 1.0);
421
- }
422
- ```
423
-
424
- ### 9. Frosted Glass Blur
425
-
426
- Content behind frosted glass — visible but softened, with subtle light refraction. Good for "behind the scenes" or "coming soon" moments.
427
-
428
- ```glsl
429
- uniform sampler2D u_tex;
430
- uniform float u_blur; // 0.0 = clear, 1.0 = full frost
431
-
432
- void main() {
433
- vec2 uv = v_uv;
434
- vec4 color = vec4(0.0);
435
- // Box blur with offset
436
- float radius = u_blur * 0.015;
437
- for (float x = -2.0; x <= 2.0; x += 1.0) {
438
- for (float y = -2.0; y <= 2.0; y += 1.0) {
439
- color += texture(u_tex, uv + vec2(x, y) * radius);
440
- }
441
- }
442
- color /= 25.0;
443
- // Add frost noise texture
444
- float frost = fract(sin(dot(uv * 200.0, vec2(12.9898, 78.233))) * 43758.5453);
445
- color.rgb += frost * 0.03 * u_blur;
446
- fragColor = color;
447
- }
448
- ```
449
-
450
- ### 10. Pixel Sort / Glitch Art
451
-
452
- Pixels rearrange themselves in vertical or horizontal strips — digital art aesthetic. Great for tech/creative brands.
453
-
454
- ```glsl
455
- uniform sampler2D u_tex;
456
- uniform float u_intensity; // 0-1
457
-
458
- void main() {
459
- vec2 uv = v_uv;
460
- // Random horizontal displacement per row
461
- float row = floor(uv.y * 80.0);
462
- float noise = fract(sin(row * 127.1) * 43758.5);
463
- float displace = step(0.7, noise) * u_intensity * 0.1;
464
- // Shift UV with RGB split
465
- float r = texture(u_tex, uv + vec2(displace, 0.0)).r;
466
- float g = texture(u_tex, uv).g;
467
- float b = texture(u_tex, uv - vec2(displace * 0.5, 0.0)).b;
468
- fragColor = vec4(r, g, b, 1.0);
469
- }
470
- ```
471
-
472
- ---
473
-
474
- ## Creating ANY Custom Effect
475
-
476
- The fragment shaders above are templates. The pattern is always:
477
-
478
- 1. **Capture your HTML content** with `drawElementImage` (the boilerplate at the top)
479
- 2. **Upload the captured canvas as a WebGL texture**
480
- 3. **Write a fragment shader** that reads from the texture and outputs modified colors
481
- 4. **Drive shader uniforms from GSAP** via `onUpdate`
482
-
483
- Any GLSL effect from ShaderToy, The Book of Shaders, CodePen, or anywhere else can be adapted:
484
-
485
- 1. Find an effect you like (search "GLSL [effect name]" or browse shadertoy.com)
486
- 2. Copy the fragment shader
487
- 3. Replace `iResolution` with `vec2(1920.0, 1080.0)`, `iTime` with your `u_time` uniform
488
- 4. Add `uniform sampler2D u_tex;` for the captured content texture
489
- 5. Wire the uniforms to GSAP proxy values
490
-
491
- **Geometry ideas beyond flat planes:**
492
-
493
- - `SphereGeometry` — content mapped onto a globe (world map, global reach)
494
- - `CylinderGeometry` — content on a rotating cylinder (carousel/scroll feel)
495
- - `TorusGeometry` — content wrapped around a ring (infinity, cycle)
496
- - `BoxGeometry` — content on a 3D box (product packaging, dice)
497
- - GLTF models — content mapped as screen texture on phone, laptop, monitor (see `vfx-iphone-device`)
498
-
499
- **Post-processing stacking** (Three.js EffectComposer):
500
-
501
- - Bloom + film grain = cinematic
502
- - Bloom + chromatic aberration = lens effect
503
- - Depth of field + vignette = focused attention
504
- - Film grain + scan lines = retro
505
- - Multiple passes stack — add as many as you want
506
-
507
- **You are not limited to the effects listed here.** If you can imagine a visual treatment, you can build it. The HTML-in-Canvas API gives you the source material (any HTML rendered as a texture), and WebGL/Three.js gives you unlimited creative control over how that material is presented.
1
+ # HTML-in-Canvas Patterns
2
+
3
+ HyperFrames' most powerful visual capability. Capture ANY live HTML/CSS as a GPU texture, then render it through WebGL shaders, Three.js 3D scenes, or post-processing effects — at 60fps, pixel-perfect, with every CSS feature supported.
4
+
5
+ **Read this file when a beat deserves cinematic treatment beyond flat GSAP animations.** Use for 1-3 hero beats per video, not every beat. The rest can use standard GSAP — the contrast between flat beats and HTML-in-Canvas beats IS part of the visual storytelling.
6
+
7
+ ---
8
+
9
+ ## Core Boilerplate (same in every HTML-in-Canvas composition)
10
+
11
+ Every HTML-in-Canvas effect shares this structure. Learn this once, adapt it for any effect.
12
+
13
+ ```html
14
+ <!-- 1. Source HTML — your content goes inside a layoutsubtree canvas -->
15
+ <canvas
16
+ id="hic-source"
17
+ layoutsubtree
18
+ width="1920"
19
+ height="1080"
20
+ style="position:absolute;inset:0;opacity:0;"
21
+ >
22
+ <div id="hic-content" style="width:1920px;height:1080px;">
23
+ <!-- YOUR HTML CONTENT HERE — text, images, cards, dashboards, anything -->
24
+ </div>
25
+ </canvas>
26
+
27
+ <!-- 2. Render target — the visible canvas that shows the effect -->
28
+ <canvas id="hic-output" width="1920" height="1080" style="position:absolute;inset:0;"></canvas>
29
+ ```
30
+
31
+ ```js
32
+ // 3. Feature detection — always check, always provide fallback
33
+ function isHiCSupported() {
34
+ var tc = document.createElement("canvas");
35
+ if (!("layoutSubtree" in tc)) return false;
36
+ tc.setAttribute("layoutsubtree", "");
37
+ var ctx = tc.getContext("2d");
38
+ return ctx && typeof ctx.drawElementImage === "function";
39
+ }
40
+ var apiOk = isHiCSupported();
41
+
42
+ // 4. Capture function — call this every frame in onUpdate
43
+ var capCanvas = document.getElementById("hic-source");
44
+ var capCtx = capCanvas.getContext("2d");
45
+ function captureContent() {
46
+ if (apiOk) {
47
+ capCtx.drawElementImage(document.getElementById("hic-content"), 0, 0, 1920, 1080);
48
+ }
49
+ }
50
+
51
+ // 5. Drive from GSAP timeline — capture + render every frame
52
+ tl.to(
53
+ proxy,
54
+ {
55
+ /* your animation properties */
56
+ duration: BEAT_DURATION,
57
+ ease: "sine.inOut",
58
+ onUpdate: function () {
59
+ captureContent();
60
+ // render your effect here (Three.js or WebGL2)
61
+ },
62
+ },
63
+ 0,
64
+ );
65
+ ```
66
+
67
+ **Fallback:** When `drawElementImage` is not available (preview without Chrome flag), draw a solid-color placeholder or use Canvas 2D text. The HyperFrames renderer auto-enables the flag — the effect WILL work in the final video. See the liquid-glass block for a complete fallback example.
68
+
69
+ ---
70
+
71
+ ## Effect Catalog
72
+
73
+ ### 1. 3D Rotation with Bloom (Three.js)
74
+
75
+ **What it looks like:** Content floats in 3D space, slowly rotating with cinematic glow around bright edges. Like a product screenshot displayed in a dark theater.
76
+
77
+ **When to use:** Hero product showcase, feature reveal, CTA with premium feel.
78
+
79
+ **Key Three.js components:** `PlaneGeometry` + `CanvasTexture` + `EffectComposer` + `UnrealBloomPass`
80
+
81
+ ```js
82
+ // After the boilerplate above, add:
83
+ var scene3d = new THREE.Scene();
84
+ var camera = new THREE.PerspectiveCamera(45, 1920 / 1080, 0.1, 100);
85
+ camera.position.set(0, 0, 4);
86
+
87
+ var renderer = new THREE.WebGLRenderer({
88
+ canvas: document.getElementById("hic-output"),
89
+ antialias: true,
90
+ alpha: true,
91
+ });
92
+ renderer.setSize(1920, 1080);
93
+
94
+ var texture = new THREE.CanvasTexture(capCanvas);
95
+ var mesh = new THREE.Mesh(
96
+ new THREE.PlaneGeometry(3.6, 2.2),
97
+ new THREE.MeshBasicMaterial({ map: texture }),
98
+ );
99
+ scene3d.add(mesh);
100
+
101
+ // Post-processing: bloom for cinematic glow.
102
+ // EffectComposer / RenderPass / UnrealBloomPass are ES-module named imports
103
+ // (see the import block below) — they're NOT properties of THREE in modern
104
+ // versions. Three.js r150+ removed the UMD `examples/js/` globals.
105
+ var composer = new EffectComposer(renderer);
106
+ composer.addPass(new RenderPass(scene3d, camera));
107
+ composer.addPass(new UnrealBloomPass(new THREE.Vector2(1920, 1080), 0.3, 0.4, 0.85));
108
+
109
+ var proxy = { rotY: -0.12, zoom: 4.2 };
110
+ tl.to(
111
+ proxy,
112
+ {
113
+ rotY: 0.12,
114
+ zoom: 3.6,
115
+ duration: BEAT_DURATION,
116
+ ease: "sine.inOut",
117
+ onUpdate: function () {
118
+ captureContent();
119
+ texture.needsUpdate = true;
120
+ mesh.rotation.y = proxy.rotY;
121
+ camera.position.z = proxy.zoom;
122
+ composer.render();
123
+ },
124
+ },
125
+ 0,
126
+ );
127
+ ```
128
+
129
+ **Load Three.js and post-processing via ESM (use a `type="module"` script):**
130
+
131
+ ```html
132
+ <script type="module">
133
+ import * as THREE from "https://cdn.jsdelivr.net/npm/three@0.181.2/+esm";
134
+ import { EffectComposer } from "https://cdn.jsdelivr.net/npm/three@0.181.2/examples/jsm/postprocessing/EffectComposer.js";
135
+ import { RenderPass } from "https://cdn.jsdelivr.net/npm/three@0.181.2/examples/jsm/postprocessing/RenderPass.js";
136
+ import { ShaderPass } from "https://cdn.jsdelivr.net/npm/three@0.181.2/examples/jsm/postprocessing/ShaderPass.js";
137
+ import { UnrealBloomPass } from "https://cdn.jsdelivr.net/npm/three@0.181.2/examples/jsm/postprocessing/UnrealBloomPass.js";
138
+ // ... rest of composition code using these imports
139
+ </script>
140
+ ```
141
+
142
+ The `examples/js/` path was removed in Three.js r152. Use `examples/jsm/` (ES modules) with `three@0.181.2` — the version used by the HyperFrames Three.js adapter.
143
+
144
+ ---
145
+
146
+ ### 2. Magnetic Cursor Distortion (Raw WebGL2)
147
+
148
+ **What it looks like:** Content warps and bends toward a moving point, like a magnet pulling on pixels. Chromatic aberration splits RGB channels at the distortion site.
149
+
150
+ **When to use:** Interactive feel, product demo with cursor, "look at THIS feature" moment.
151
+
152
+ **Key technique:** Custom fragment shader with Gaussian warp + chromatic split. No Three.js needed — just raw WebGL2.
153
+
154
+ ```js
155
+ // WebGL2 setup
156
+ var gl = document.getElementById("hic-output").getContext("webgl2", {
157
+ alpha: false,
158
+ preserveDrawingBuffer: true,
159
+ });
160
+
161
+ // Vertex shader — full-screen quad
162
+ var VS = `#version 300 es
163
+ in vec2 a_pos;
164
+ out vec2 v_uv;
165
+ void main() {
166
+ v_uv = a_pos * 0.5 + 0.5;
167
+ gl_Position = vec4(a_pos, 0.0, 1.0);
168
+ }`;
169
+
170
+ // Fragment shader — magnetic warp + chromatic aberration
171
+ var FS = `#version 300 es
172
+ precision highp float;
173
+ in vec2 v_uv;
174
+ out vec4 fragColor;
175
+ uniform sampler2D u_tex;
176
+ uniform vec2 u_cursor; // cursor position (0-1)
177
+ uniform float u_strength; // warp strength (0-1)
178
+
179
+ void main() {
180
+ vec2 uv = v_uv;
181
+ vec2 delta = uv - u_cursor;
182
+ float dist = length(delta);
183
+ float warp = u_strength * exp(-dist * dist * 8.0);
184
+ vec2 warped = uv - delta * warp * 0.3;
185
+
186
+ // Chromatic aberration at distortion site
187
+ float aberration = warp * 0.008;
188
+ float r = texture(u_tex, warped + vec2(aberration, 0.0)).r;
189
+ float g = texture(u_tex, warped).g;
190
+ float b = texture(u_tex, warped - vec2(aberration, 0.0)).b;
191
+ fragColor = vec4(r, g, b, 1.0);
192
+ }`;
193
+
194
+ // Compile, link, setup quad geometry, upload texture...
195
+ // (See registry/blocks/vfx-magnetic/vfx-magnetic.html for complete implementation)
196
+
197
+ // Drive cursor position from GSAP
198
+ var proxy = { cx: 0.2, cy: 0.5, strength: 0.0 };
199
+ tl.to(
200
+ proxy,
201
+ {
202
+ cx: 0.8,
203
+ cy: 0.4,
204
+ strength: 1.0,
205
+ duration: BEAT_DURATION,
206
+ ease: "power2.inOut",
207
+ onUpdate: function () {
208
+ captureContent();
209
+ // Upload texture, set uniforms, draw
210
+ gl.uniform2f(cursorLoc, proxy.cx, proxy.cy);
211
+ gl.uniform1f(strengthLoc, proxy.strength);
212
+ gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
213
+ },
214
+ },
215
+ 0,
216
+ );
217
+ ```
218
+
219
+ ---
220
+
221
+ ### 3. Shatter / Fragment Explosion (Three.js)
222
+
223
+ **What it looks like:** Content breaks into geometric fragments that fly apart, revealing what's behind.
224
+
225
+ **When to use:** Dramatic transition, "breaking free" moment, tension release.
226
+
227
+ **Key technique:** Subdivide the source texture into triangle mesh fragments using BufferGeometry, then animate each fragment's position/rotation with GSAP.
228
+
229
+ Study `registry/blocks/vfx-shatter/vfx-shatter.html` for the complete 1156-line implementation. The core idea:
230
+
231
+ ```js
232
+ // 1. Capture content to texture (same boilerplate)
233
+ // Seeded PRNG for determinism — Math.random() is banned
234
+ function mulberry32(seed) {
235
+ return function () {
236
+ seed |= 0;
237
+ seed = (seed + 0x6d2b79f5) | 0;
238
+ var t = Math.imul(seed ^ (seed >>> 15), 1 | seed);
239
+ t ^= t + Math.imul(t ^ (t >>> 7), 61 | t);
240
+ return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
241
+ };
242
+ }
243
+ var rng = mulberry32(42);
244
+
245
+ // 2. Create N triangle fragments from the texture
246
+ var fragments = [];
247
+ for (var i = 0; i < NUM_FRAGMENTS; i++) {
248
+ var geom = new THREE.BufferGeometry();
249
+ var mesh = new THREE.Mesh(geom, new THREE.MeshBasicMaterial({ map: texture }));
250
+ scene3d.add(mesh);
251
+ fragments.push({ mesh: mesh, targetPos: randomExplosionVector(rng), delay: rng() * 0.5 });
252
+ }
253
+
254
+ // 3. Animate: first hold still, then EXPLODE
255
+ tl.to({}, { duration: holdTime }, 0);
256
+ fragments.forEach(function (frag) {
257
+ tl.to(
258
+ frag.mesh.position,
259
+ {
260
+ x: frag.targetPos.x,
261
+ y: frag.targetPos.y,
262
+ z: frag.targetPos.z,
263
+ duration: 0.8,
264
+ ease: "power3.in",
265
+ },
266
+ holdTime + frag.delay,
267
+ );
268
+ tl.to(
269
+ frag.mesh.rotation,
270
+ { x: rng() * 4, y: rng() * 4, duration: 0.8, ease: "power2.in" },
271
+ holdTime + frag.delay,
272
+ );
273
+ });
274
+ ```
275
+
276
+ ---
277
+
278
+ ### 4. Liquid / Fluid Surface (Three.js)
279
+
280
+ **What it looks like:** Content floats above a rippling liquid surface with real-time wave dynamics. Or content IS the surface, undulating like water.
281
+
282
+ **When to use:** Organic/premium feel, ambient background, "living" product showcase.
283
+
284
+ **Key technique:** Subdivided PlaneGeometry with vertex displacement driven by noise functions in a vertex shader.
285
+
286
+ Study `registry/blocks/vfx-liquid-background/vfx-liquid-background.html` for the 1244-line implementation. Core idea:
287
+
288
+ ```js
289
+ // Custom vertex shader with wave displacement
290
+ var vertexShader = `
291
+ varying vec2 vUv;
292
+ uniform float u_time;
293
+ void main() {
294
+ vUv = uv;
295
+ vec3 pos = position;
296
+ // Sine wave displacement
297
+ pos.z += sin(pos.x * 3.0 + u_time * 2.0) * 0.15;
298
+ pos.z += cos(pos.y * 2.5 + u_time * 1.5) * 0.1;
299
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
300
+ }
301
+ `;
302
+
303
+ var mesh = new THREE.Mesh(
304
+ new THREE.PlaneGeometry(4, 3, 64, 64), // heavily subdivided for smooth waves
305
+ new THREE.ShaderMaterial({
306
+ vertexShader: vertexShader,
307
+ fragmentShader: `varying vec2 vUv; uniform sampler2D u_tex;
308
+ void main() { gl_FragColor = texture2D(u_tex, vUv); }`,
309
+ uniforms: {
310
+ u_tex: { value: texture },
311
+ u_time: { value: 0 },
312
+ },
313
+ }),
314
+ );
315
+ ```
316
+
317
+ ---
318
+
319
+ ### 5. Portal / Dimensional Reveal (Three.js)
320
+
321
+ **What it looks like:** A glowing circular portal opens and content emerges through it from another dimension.
322
+
323
+ **When to use:** Product reveal, "entering the app" moment, hero feature introduction.
324
+
325
+ Study `registry/blocks/vfx-portal/vfx-portal.html` for the complete 863-line implementation.
326
+
327
+ ---
328
+
329
+ ## When to Use HTML-in-Canvas vs Standard GSAP
330
+
331
+ | Scenario | Use | Why |
332
+ | -------------------------------- | ------------------------------------ | ------------------------------------ |
333
+ | Hero product screenshot showcase | HTML-in-Canvas (3D rotation + bloom) | Makes flat UI feel cinematic |
334
+ | Feature list / stats | Standard GSAP | Content-focused, doesn't need 3D |
335
+ | CTA / brand reveal | HTML-in-Canvas (portal or magnetic) | Makes the moment memorable |
336
+ | Social proof / logos | Standard GSAP | Orderly cascade, trust is steady |
337
+ | Transition between acts | HTML-in-Canvas (shatter) | Dramatic act break |
338
+ | Background atmosphere | HTML-in-Canvas (liquid surface) | Premium ambient feel |
339
+ | Quick feature cards | Standard GSAP | Speed matters, 3D would slow it down |
340
+
341
+ ---
342
+
343
+ ## More Effects You Can Build
344
+
345
+ These aren't in the VFX blocks — build them yourself from the core boilerplate + a custom fragment shader. Each effect is a single GLSL function applied to the captured texture.
346
+
347
+ ### 6. Noise Dissolve
348
+
349
+ Content dissolves into noise particles, revealing what's behind. Great for transitions.
350
+
351
+ ```glsl
352
+ // Fragment shader — noise-based dissolve
353
+ uniform float u_progress; // 0.0 = fully visible, 1.0 = fully dissolved
354
+ uniform sampler2D u_tex;
355
+
356
+ float hash(vec2 p) {
357
+ return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
358
+ }
359
+
360
+ void main() {
361
+ vec2 uv = v_uv;
362
+ float noise = hash(uv * 50.0);
363
+ float threshold = u_progress;
364
+ if (noise < threshold) {
365
+ // Edge glow at the dissolve boundary
366
+ float edge = smoothstep(threshold - 0.05, threshold, noise);
367
+ fragColor = vec4(1.0, 0.6, 0.2, 1.0) * (1.0 - edge); // orange edge glow
368
+ } else {
369
+ fragColor = texture(u_tex, uv);
370
+ }
371
+ }
372
+ ```
373
+
374
+ ### 7. Holographic / Iridescent
375
+
376
+ Content gets a rainbow-shifting holographic sheen that moves with time. Premium, futuristic feel.
377
+
378
+ ```glsl
379
+ uniform float u_time;
380
+ uniform sampler2D u_tex;
381
+
382
+ void main() {
383
+ vec4 color = texture(u_tex, v_uv);
384
+ // Iridescent color shift based on position + time
385
+ float angle = v_uv.x * 6.28 + v_uv.y * 3.14 + u_time * 0.5;
386
+ vec3 holo = vec3(
387
+ sin(angle) * 0.5 + 0.5,
388
+ sin(angle + 2.094) * 0.5 + 0.5,
389
+ sin(angle + 4.189) * 0.5 + 0.5
390
+ );
391
+ // Blend holographic over content (subtle overlay)
392
+ fragColor = vec4(mix(color.rgb, holo, 0.15 + 0.1 * sin(u_time)), color.a);
393
+ }
394
+ ```
395
+
396
+ ### 8. Scan Lines + CRT
397
+
398
+ Retro CRT monitor look — scan lines, slight curvature, phosphor glow. Great for "code" or "terminal" beats.
399
+
400
+ ```glsl
401
+ uniform sampler2D u_tex;
402
+ uniform float u_time;
403
+
404
+ void main() {
405
+ vec2 uv = v_uv;
406
+ // Barrel distortion (CRT curvature)
407
+ vec2 centered = uv - 0.5;
408
+ float dist = dot(centered, centered);
409
+ uv = uv + centered * dist * 0.15;
410
+
411
+ vec4 color = texture(u_tex, uv);
412
+ // Scan lines
413
+ float scanline = sin(uv.y * 800.0) * 0.04;
414
+ color.rgb -= scanline;
415
+ // Slight RGB offset (phosphor)
416
+ color.r = texture(u_tex, uv + vec2(0.001, 0.0)).r;
417
+ color.b = texture(u_tex, uv - vec2(0.001, 0.0)).b;
418
+ // Vignette
419
+ float vignette = 1.0 - dist * 2.0;
420
+ fragColor = vec4(color.rgb * vignette, 1.0);
421
+ }
422
+ ```
423
+
424
+ ### 9. Frosted Glass Blur
425
+
426
+ Content behind frosted glass — visible but softened, with subtle light refraction. Good for "behind the scenes" or "coming soon" moments.
427
+
428
+ ```glsl
429
+ uniform sampler2D u_tex;
430
+ uniform float u_blur; // 0.0 = clear, 1.0 = full frost
431
+
432
+ void main() {
433
+ vec2 uv = v_uv;
434
+ vec4 color = vec4(0.0);
435
+ // Box blur with offset
436
+ float radius = u_blur * 0.015;
437
+ for (float x = -2.0; x <= 2.0; x += 1.0) {
438
+ for (float y = -2.0; y <= 2.0; y += 1.0) {
439
+ color += texture(u_tex, uv + vec2(x, y) * radius);
440
+ }
441
+ }
442
+ color /= 25.0;
443
+ // Add frost noise texture
444
+ float frost = fract(sin(dot(uv * 200.0, vec2(12.9898, 78.233))) * 43758.5453);
445
+ color.rgb += frost * 0.03 * u_blur;
446
+ fragColor = color;
447
+ }
448
+ ```
449
+
450
+ ### 10. Pixel Sort / Glitch Art
451
+
452
+ Pixels rearrange themselves in vertical or horizontal strips — digital art aesthetic. Great for tech/creative brands.
453
+
454
+ ```glsl
455
+ uniform sampler2D u_tex;
456
+ uniform float u_intensity; // 0-1
457
+
458
+ void main() {
459
+ vec2 uv = v_uv;
460
+ // Random horizontal displacement per row
461
+ float row = floor(uv.y * 80.0);
462
+ float noise = fract(sin(row * 127.1) * 43758.5);
463
+ float displace = step(0.7, noise) * u_intensity * 0.1;
464
+ // Shift UV with RGB split
465
+ float r = texture(u_tex, uv + vec2(displace, 0.0)).r;
466
+ float g = texture(u_tex, uv).g;
467
+ float b = texture(u_tex, uv - vec2(displace * 0.5, 0.0)).b;
468
+ fragColor = vec4(r, g, b, 1.0);
469
+ }
470
+ ```
471
+
472
+ ---
473
+
474
+ ## Creating ANY Custom Effect
475
+
476
+ The fragment shaders above are templates. The pattern is always:
477
+
478
+ 1. **Capture your HTML content** with `drawElementImage` (the boilerplate at the top)
479
+ 2. **Upload the captured canvas as a WebGL texture**
480
+ 3. **Write a fragment shader** that reads from the texture and outputs modified colors
481
+ 4. **Drive shader uniforms from GSAP** via `onUpdate`
482
+
483
+ Any GLSL effect from ShaderToy, The Book of Shaders, CodePen, or anywhere else can be adapted:
484
+
485
+ 1. Find an effect you like (search "GLSL [effect name]" or browse shadertoy.com)
486
+ 2. Copy the fragment shader
487
+ 3. Replace `iResolution` with `vec2(1920.0, 1080.0)`, `iTime` with your `u_time` uniform
488
+ 4. Add `uniform sampler2D u_tex;` for the captured content texture
489
+ 5. Wire the uniforms to GSAP proxy values
490
+
491
+ **Geometry ideas beyond flat planes:**
492
+
493
+ - `SphereGeometry` — content mapped onto a globe (world map, global reach)
494
+ - `CylinderGeometry` — content on a rotating cylinder (carousel/scroll feel)
495
+ - `TorusGeometry` — content wrapped around a ring (infinity, cycle)
496
+ - `BoxGeometry` — content on a 3D box (product packaging, dice)
497
+ - GLTF models — content mapped as screen texture on phone, laptop, monitor (see `vfx-iphone-device`)
498
+
499
+ **Post-processing stacking** (Three.js EffectComposer):
500
+
501
+ - Bloom + film grain = cinematic
502
+ - Bloom + chromatic aberration = lens effect
503
+ - Depth of field + vignette = focused attention
504
+ - Film grain + scan lines = retro
505
+ - Multiple passes stack — add as many as you want
506
+
507
+ **You are not limited to the effects listed here.** If you can imagine a visual treatment, you can build it. The HTML-in-Canvas API gives you the source material (any HTML rendered as a texture), and WebGL/Three.js gives you unlimited creative control over how that material is presented.