takomi 2.5.1 → 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 (661) hide show
  1. package/.pi/agents/worker.md +32 -32
  2. package/.pi/extensions/oauth-router/README.md +3 -3
  3. package/.pi/extensions/oauth-router/config.ts +34 -34
  4. package/.pi/extensions/oauth-router/report-ui.ts +205 -205
  5. package/.pi/extensions/oauth-router/scripts/vibe-verify.py +5 -5
  6. package/.pi/extensions/takomi-context-manager/diagnostics.ts +560 -560
  7. package/.pi/extensions/takomi-context-manager/policy-tools.ts +93 -93
  8. package/.pi/extensions/takomi-context-manager/skill-categories.d.ts +11 -11
  9. package/.pi/extensions/takomi-context-manager/skill-tools.ts +208 -208
  10. package/.pi/extensions/takomi-context-manager/tool-renderers.ts +112 -112
  11. package/.pi/extensions/takomi-runtime/gate-provenance.ts +24 -24
  12. package/.pi/extensions/takomi-runtime/model-routing-defaults.ts +262 -262
  13. package/.pi/extensions/takomi-runtime/tool-renderers.ts +234 -234
  14. package/.pi/extensions/takomi-runtime/workflow-catalog.ts +54 -54
  15. package/.pi/extensions/takomi-subagents/async-lifecycle.ts +401 -401
  16. package/.pi/extensions/takomi-subagents/detached-results.ts +940 -940
  17. package/.pi/extensions/takomi-subagents/native-render.ts +253 -250
  18. package/.pi/extensions/takomi-subagents/result-heartbeat.ts +55 -55
  19. package/.pi/extensions/takomi-subagents/subagent-ux.ts +162 -162
  20. package/.pi/extensions/takomi-subagents/tool-runner.ts +25 -0
  21. package/.pi/takomi-profile.json +54 -54
  22. package/README.md +1 -1
  23. package/assets/.agent/skills/embedded-captions/CATALOG.md +93 -93
  24. package/assets/.agent/skills/embedded-captions/SKILL.md +286 -286
  25. package/assets/.agent/skills/embedded-captions/assets/brand/CDPR-fankit-terms.txt +35 -35
  26. package/assets/.agent/skills/embedded-captions/assets/brand/cyberpunk-widths.json +115 -115
  27. package/assets/.agent/skills/embedded-captions/assets/fonts/char-widths.json +2211 -2211
  28. package/assets/.agent/skills/embedded-captions/assets/strokefonts/HersheyScript1.svg +241 -241
  29. package/assets/.agent/skills/embedded-captions/assets/strokefonts/HersheyScriptMed.svg +241 -241
  30. package/assets/.agent/skills/embedded-captions/dna/README.md +148 -148
  31. package/assets/.agent/skills/embedded-captions/dna/chrome.json +68 -68
  32. package/assets/.agent/skills/embedded-captions/dna/cream.json +69 -69
  33. package/assets/.agent/skills/embedded-captions/dna/documentary.json +62 -62
  34. package/assets/.agent/skills/embedded-captions/dna/editorial.json +70 -70
  35. package/assets/.agent/skills/embedded-captions/dna/glitch.json +82 -82
  36. package/assets/.agent/skills/embedded-captions/dna/ink.json +65 -65
  37. package/assets/.agent/skills/embedded-captions/dna/keynote.json +62 -62
  38. package/assets/.agent/skills/embedded-captions/dna/loud.json +75 -75
  39. package/assets/.agent/skills/embedded-captions/dna/neon.json +58 -58
  40. package/assets/.agent/skills/embedded-captions/dna/velocity.json +89 -89
  41. package/assets/.agent/skills/embedded-captions/modes/cinematic/README.md +48 -48
  42. package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/champion/spec.md +98 -98
  43. package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/champion/template.html +188 -188
  44. package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/memory-wall/spec.md +134 -134
  45. package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/memory-wall/template.html +179 -179
  46. package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/portrait-header/spec.md +81 -81
  47. package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/portrait-header/template.html +170 -170
  48. package/assets/.agent/skills/embedded-captions/modes/cinematic/cinematic-cream/spec.md +16 -16
  49. package/assets/.agent/skills/embedded-captions/modes/cinematic/cinematic-cream/template.html +226 -226
  50. package/assets/.agent/skills/embedded-captions/modes/cinematic/engine.html +355 -355
  51. package/assets/.agent/skills/embedded-captions/modes/standard/_anatomy.md +233 -233
  52. package/assets/.agent/skills/embedded-captions/modes/standard/_motion.md +192 -192
  53. package/assets/.agent/skills/embedded-captions/modes/standard/fonts/build-fonts-css.cjs +97 -97
  54. package/assets/.agent/skills/embedded-captions/references/aesthetic-principles.md +168 -168
  55. package/assets/.agent/skills/embedded-captions/references/anti-patterns.md +188 -188
  56. package/assets/.agent/skills/embedded-captions/references/bespoke-vs-presets.md +178 -178
  57. package/assets/.agent/skills/embedded-captions/references/caption-grouping.md +130 -130
  58. package/assets/.agent/skills/embedded-captions/references/composition-craft.md +522 -522
  59. package/assets/.agent/skills/embedded-captions/references/direction-catalog.md +138 -138
  60. package/assets/.agent/skills/embedded-captions/references/example-renders/champion.html +371 -371
  61. package/assets/.agent/skills/embedded-captions/references/example-renders/memory-wall.html +334 -334
  62. package/assets/.agent/skills/embedded-captions/references/failure-modes.md +145 -145
  63. package/assets/.agent/skills/embedded-captions/references/layout-heuristics.md +238 -238
  64. package/assets/.agent/skills/embedded-captions/references/motion-vocabulary.md +148 -148
  65. package/assets/.agent/skills/embedded-captions/references/rail.md +68 -68
  66. package/assets/.agent/skills/embedded-captions/references/reference-bar.md +47 -47
  67. package/assets/.agent/skills/embedded-captions/references/scene-types.md +94 -94
  68. package/assets/.agent/skills/embedded-captions/references/test-set.md +66 -66
  69. package/assets/.agent/skills/embedded-captions/references/typographic-moves.md +266 -266
  70. package/assets/.agent/skills/embedded-captions/references/typography-presets.md +63 -63
  71. package/assets/.agent/skills/embedded-captions/scripts/audio-envelope.cjs +95 -95
  72. package/assets/.agent/skills/embedded-captions/scripts/check-occlusion.cjs +250 -250
  73. package/assets/.agent/skills/embedded-captions/scripts/check-overflow.cjs +194 -194
  74. package/assets/.agent/skills/embedded-captions/scripts/check-rail-climax.cjs +233 -233
  75. package/assets/.agent/skills/embedded-captions/scripts/check-timing.cjs +173 -173
  76. package/assets/.agent/skills/embedded-captions/scripts/fill-timings.cjs +124 -124
  77. package/assets/.agent/skills/embedded-captions/scripts/fit-fonts.cjs +158 -158
  78. package/assets/.agent/skills/embedded-captions/scripts/gen-stroke-path.py +46 -46
  79. package/assets/.agent/skills/embedded-captions/scripts/inject-fonts.cjs +169 -169
  80. package/assets/.agent/skills/embedded-captions/scripts/lib-dna.cjs +201 -201
  81. package/assets/.agent/skills/embedded-captions/scripts/make-cinematic.cjs +1205 -1205
  82. package/assets/.agent/skills/embedded-captions/scripts/make-composition.cjs +404 -404
  83. package/assets/.agent/skills/embedded-captions/scripts/make-theme.cjs +8781 -8781
  84. package/assets/.agent/skills/embedded-captions/scripts/matte.cjs +279 -279
  85. package/assets/.agent/skills/embedded-captions/scripts/measure-layout.cjs +293 -293
  86. package/assets/.agent/skills/embedded-captions/scripts/prepare.sh +39 -39
  87. package/assets/.agent/skills/embedded-captions/scripts/preview-frames.cjs +268 -268
  88. package/assets/.agent/skills/embedded-captions/scripts/render-and-composite.sh +469 -469
  89. package/assets/.agent/skills/embedded-captions/scripts/render-theme.sh +34 -34
  90. package/assets/.agent/skills/embedded-captions/scripts/safe-zones.cjs +813 -813
  91. package/assets/.agent/skills/embedded-captions/scripts/transcribe.cjs +332 -332
  92. package/assets/.agent/skills/embedded-captions/themes/PORTING.md +49 -49
  93. package/assets/.agent/skills/embedded-captions/themes/README.md +244 -244
  94. package/assets/.agent/skills/embedded-captions/themes/anchor.json +27 -27
  95. package/assets/.agent/skills/embedded-captions/themes/arcade.json +51 -51
  96. package/assets/.agent/skills/embedded-captions/themes/aurora.json +41 -41
  97. package/assets/.agent/skills/embedded-captions/themes/biolume.json +35 -35
  98. package/assets/.agent/skills/embedded-captions/themes/brush.json +74 -74
  99. package/assets/.agent/skills/embedded-captions/themes/chalkboard.json +52 -52
  100. package/assets/.agent/skills/embedded-captions/themes/dossier.json +56 -56
  101. package/assets/.agent/skills/embedded-captions/themes/graffiti.json +62 -62
  102. package/assets/.agent/skills/embedded-captions/themes/hologram.json +41 -41
  103. package/assets/.agent/skills/embedded-captions/themes/inkwater.json +43 -43
  104. package/assets/.agent/skills/embedded-captions/themes/laser.json +46 -46
  105. package/assets/.agent/skills/embedded-captions/themes/lastpage.json +33 -33
  106. package/assets/.agent/skills/embedded-captions/themes/neonsign.json +53 -53
  107. package/assets/.agent/skills/embedded-captions/themes/nightcity.json +56 -56
  108. package/assets/.agent/skills/embedded-captions/themes/ordnance.json +54 -54
  109. package/assets/.agent/skills/embedded-captions/themes/papercut.json +37 -37
  110. package/assets/.agent/skills/embedded-captions/themes/popup.json +46 -46
  111. package/assets/.agent/skills/embedded-captions/themes/ransom.json +62 -62
  112. package/assets/.agent/skills/embedded-captions/themes/scoreboard.json +54 -54
  113. package/assets/.agent/skills/embedded-captions/themes/spectrum.json +46 -46
  114. package/assets/.agent/skills/embedded-captions/themes/stardust.json +29 -29
  115. package/assets/.agent/skills/embedded-captions/themes/stomp.json +43 -43
  116. package/assets/.agent/skills/embedded-captions/themes/terminal.json +49 -49
  117. package/assets/.agent/skills/embedded-captions/themes/thunder.json +44 -44
  118. package/assets/.agent/skills/embedded-captions/themes/transit.json +44 -44
  119. package/assets/.agent/skills/embedded-captions/themes/vhs.json +47 -47
  120. package/assets/.agent/skills/faceless-explainer/SKILL.md +209 -209
  121. package/assets/.agent/skills/faceless-explainer/references/cut-catalog.md +215 -215
  122. package/assets/.agent/skills/faceless-explainer/references/motion-language.md +156 -156
  123. package/assets/.agent/skills/faceless-explainer/references/story-design.md +248 -248
  124. package/assets/.agent/skills/faceless-explainer/references/visual-design.md +146 -146
  125. package/assets/.agent/skills/faceless-explainer/scripts/assemble-index.mjs +570 -570
  126. package/assets/.agent/skills/faceless-explainer/scripts/audio.mjs +253 -253
  127. package/assets/.agent/skills/faceless-explainer/scripts/build-frame.mjs +536 -536
  128. package/assets/.agent/skills/faceless-explainer/scripts/captions.mjs +508 -508
  129. package/assets/.agent/skills/faceless-explainer/scripts/lib/assets.mjs +55 -55
  130. package/assets/.agent/skills/faceless-explainer/scripts/lib/dimensions.mjs +45 -45
  131. package/assets/.agent/skills/faceless-explainer/scripts/lib/storyboard.mjs +249 -249
  132. package/assets/.agent/skills/faceless-explainer/scripts/lib/tokens.mjs +204 -204
  133. package/assets/.agent/skills/faceless-explainer/scripts/lib/transition-registry.mjs +38 -38
  134. package/assets/.agent/skills/faceless-explainer/scripts/lib/transitions.json +71 -71
  135. package/assets/.agent/skills/faceless-explainer/scripts/transitions.mjs +320 -320
  136. package/assets/.agent/skills/faceless-explainer/sub-agents/frame-worker.md +75 -75
  137. package/assets/.agent/skills/figma/SKILL.md +121 -121
  138. package/assets/.agent/skills/general-video/SKILL.md +143 -143
  139. package/assets/.agent/skills/hyperframes/SKILL.md +164 -164
  140. package/assets/.agent/skills/hyperframes-animation/SKILL.md +84 -84
  141. package/assets/.agent/skills/hyperframes-animation/adapters/animate-text.md +64 -64
  142. package/assets/.agent/skills/hyperframes-animation/adapters/animejs.md +114 -114
  143. package/assets/.agent/skills/hyperframes-animation/adapters/css-animations.md +143 -143
  144. package/assets/.agent/skills/hyperframes-animation/adapters/gsap-easing-and-stagger.md +118 -118
  145. package/assets/.agent/skills/hyperframes-animation/adapters/gsap-timeline-and-labels.md +96 -96
  146. package/assets/.agent/skills/hyperframes-animation/adapters/gsap-transforms-and-perf.md +96 -96
  147. package/assets/.agent/skills/hyperframes-animation/adapters/gsap.md +105 -105
  148. package/assets/.agent/skills/hyperframes-animation/adapters/html-in-canvas-patterns.md +507 -507
  149. package/assets/.agent/skills/hyperframes-animation/adapters/lottie.md +117 -117
  150. package/assets/.agent/skills/hyperframes-animation/adapters/three.md +131 -131
  151. package/assets/.agent/skills/hyperframes-animation/adapters/typegpu.md +178 -178
  152. package/assets/.agent/skills/hyperframes-animation/adapters/waapi.md +101 -101
  153. package/assets/.agent/skills/hyperframes-animation/blueprints/comparison-split.md +27 -27
  154. package/assets/.agent/skills/hyperframes-animation/blueprints/constellation-hub.md +44 -44
  155. package/assets/.agent/skills/hyperframes-animation/blueprints/cta-morph-press.md +28 -28
  156. package/assets/.agent/skills/hyperframes-animation/blueprints/cursor-ui-demo.md +57 -57
  157. package/assets/.agent/skills/hyperframes-animation/blueprints/dataviz-countup.md +46 -46
  158. package/assets/.agent/skills/hyperframes-animation/blueprints/device-surface-showcase.md +53 -53
  159. package/assets/.agent/skills/hyperframes-animation/blueprints/grid-card-assemble.md +66 -66
  160. package/assets/.agent/skills/hyperframes-animation/blueprints/kinetic-type-beats.md +78 -78
  161. package/assets/.agent/skills/hyperframes-animation/blueprints/logo-assemble-lockup.md +69 -69
  162. package/assets/.agent/skills/hyperframes-animation/blueprints/overwhelm-surround.md +28 -28
  163. package/assets/.agent/skills/hyperframes-animation/blueprints/spatial-pan-stations.md +37 -37
  164. package/assets/.agent/skills/hyperframes-animation/blueprints/ticker-takeover.md +29 -29
  165. package/assets/.agent/skills/hyperframes-animation/blueprints/titlecard-reveal.md +42 -42
  166. package/assets/.agent/skills/hyperframes-animation/blueprints/typewriter-reveal.md +51 -51
  167. package/assets/.agent/skills/hyperframes-animation/blueprints/video-text-pivot.md +30 -30
  168. package/assets/.agent/skills/hyperframes-animation/blueprints-index.md +146 -146
  169. package/assets/.agent/skills/hyperframes-animation/examples/brand-reveal-assemble-zoom.html +382 -382
  170. package/assets/.agent/skills/hyperframes-animation/examples/comparison-split-cards.html +649 -649
  171. package/assets/.agent/skills/hyperframes-animation/examples/concept-demo-decode-pan.html +520 -520
  172. package/assets/.agent/skills/hyperframes-animation/examples/cta-morph-press.html +468 -468
  173. package/assets/.agent/skills/hyperframes-animation/examples/cta-orbit-collapse.html +1298 -1298
  174. package/assets/.agent/skills/hyperframes-animation/examples/demo-page-scroll-spotlight.html +759 -759
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  176. package/assets/.agent/skills/hyperframes-animation/examples/messaging-multi-phrase.html +352 -352
  177. package/assets/.agent/skills/hyperframes-animation/examples/metric-video-text-pivot.html +779 -779
  178. package/assets/.agent/skills/hyperframes-animation/examples/problem-mockup-overwhelm.html +1374 -1374
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  180. package/assets/.agent/skills/hyperframes-animation/examples/takeover-ticker-displace.html +347 -347
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  189. package/assets/.agent/skills/hyperframes-animation/rules/card-morph-anchor.md +267 -267
  190. package/assets/.agent/skills/hyperframes-animation/rules/center-outward-expansion.md +227 -227
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  196. package/assets/.agent/skills/hyperframes-animation/rules/depth-of-field-blur.md +313 -313
  197. package/assets/.agent/skills/hyperframes-animation/rules/depth-scatter-assemble.md +303 -303
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  239. package/assets/.agent/skills/hyperframes-cli/SKILL.md +113 -113
  240. package/assets/.agent/skills/hyperframes-cli/references/doctor-browser.md +45 -45
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  246. package/assets/.agent/skills/hyperframes-core/SKILL.md +78 -78
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- # HTML-in-Canvas Patterns
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-
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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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-
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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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- <!-- 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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- ```js
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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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- ## Effect Catalog
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-
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- ### 1. 3D Rotation with Bloom (Three.js)
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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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-
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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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- // Post-processing: bloom for cinematic glow.
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- // EffectComposer / RenderPass / UnrealBloomPass are ES-module named imports
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- // (see the import block below) — they're NOT properties of THREE in modern
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- // versions. Three.js r150+ removed the UMD `examples/js/` globals.
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- var composer = new EffectComposer(renderer);
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- composer.addPass(new RenderPass(scene3d, camera));
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- composer.addPass(new UnrealBloomPass(new THREE.Vector2(1920, 1080), 0.3, 0.4, 0.85));
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-
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- var proxy = { rotY: -0.12, zoom: 4.2 };
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- tl.to(
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- {
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- rotY: 0.12,
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- duration: BEAT_DURATION,
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- ease: "sine.inOut",
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- onUpdate: function () {
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- texture.needsUpdate = true;
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- mesh.rotation.y = proxy.rotY;
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- 0,
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- ```
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- ```html
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- <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.