Files
wehub-resource-sync 85453da49f
regression / regression-shards (style-16-prod style-9-prod style-17-prod iframe-render-compat variables-prod mp4-h265-sdr, shard-4) (push) Has been cancelled
regression / regression-shards (style-4-prod style-11-prod style-2-prod animejs-adapter typegpu-adapter parallel-capture-regression, shard-5) (push) Has been cancelled
regression / regression-shards (style-7-prod style-8-prod style-10-prod css-spinner-render-compat webm-transparency mp4-h264-sdr webm-vp9, shard-3) (push) Has been cancelled
regression / regression-shards (sub-composition-video style-18-prod raf-ball-render-compat font-variant-numeric sub-comp-t0 sub-comp-id-selector, shard-7) (push) Has been cancelled
Windows render verification / Detect changes (push) Has been cancelled
Windows render verification / Preflight (lint + format) (push) Has been cancelled
Windows render verification / Render on windows-latest (push) Has been cancelled
Windows render verification / Tests on windows-latest (push) Has been cancelled
CI / Detect changes (push) Has been cancelled
CI / Build (push) Has been cancelled
CI / Lint (push) Has been cancelled
CI / Fallow audit (push) Has been cancelled
CI / Format (push) Has been cancelled
CI / Typecheck (push) Has been cancelled
CI / Test (push) Has been cancelled
CI / Producer: integration tests (push) Has been cancelled
CI / Producer: unit tests (push) Has been cancelled
CI / File size check (push) Has been cancelled
CI / Test: skills (push) Has been cancelled
CI / Skills: manifest in sync (push) Has been cancelled
CI / CLI: npx shim (macos-latest) (push) Has been cancelled
CI / CLI: npx shim (ubuntu-latest) (push) Has been cancelled
CI / CLI: npx shim (windows-latest) (push) Has been cancelled
CI / SDK: unit + contract + smoke (push) Has been cancelled
CI / Test: runtime contract (push) Has been cancelled
CI / Studio: load smoke (push) Has been cancelled
CI / Smoke: global install (push) Has been cancelled
CI / CLI smoke (required) (push) Has been cancelled
CI / Semantic PR title (push) Has been cancelled
Player perf / Detect changes (push) Has been cancelled
Player perf / Preflight (lint + format) (push) Has been cancelled
Player perf / player-perf (push) Has been cancelled
Player perf / Perf: drift (push) Has been cancelled
Player perf / Perf: fps (push) Has been cancelled
Player perf / Perf: parity (push) Has been cancelled
Player perf / Perf: scrub (push) Has been cancelled
Player perf / Perf: load (push) Has been cancelled
preview-regression / Detect changes (push) Has been cancelled
preview-regression / Preflight (lint + format) (push) Has been cancelled
preview-regression / Preview parity (push) Has been cancelled
preview-regression / preview-regression (push) Has been cancelled
regression / regression (push) Has been cancelled
regression / Detect changes (push) Has been cancelled
regression / Preflight (lint + format) (push) Has been cancelled
regression / regression-shards (hdr-regression style-5-prod style-3-prod mov-prores, shard-1) (push) Has been cancelled
regression / regression-shards (overlay-montage-prod style-12-prod chat missing-host-comp-id png-sequence portrait-edge-bleed, shard-6) (push) Has been cancelled
regression / regression-shards (style-13-prod style-6-prod vignelli-stacking gsap-letters-render-compat audio-mux-parity, shard-8) (push) Has been cancelled
regression / regression-shards (style-15-prod hdr-hlg-regression style-1-prod many-cuts vfr-screen-recording render-symlinked-assets, shard-2) (push) Has been cancelled
CodeQL / Analyze (actions) (push) Has been cancelled
CodeQL / Analyze (javascript-typescript) (push) Has been cancelled
CodeQL / Analyze (python) (push) Has been cancelled
Docs / Validate docs (push) Has been cancelled
Sync skills to ClawHub / Publish changed skills (push) Has been cancelled
chore: import upstream snapshot with attribution
2026-07-13 12:58:35 +08:00

17 KiB

HTML-in-Canvas Patterns

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.

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.


Core Boilerplate (same in every HTML-in-Canvas composition)

Every HTML-in-Canvas effect shares this structure. Learn this once, adapt it for any effect.

<!-- 1. Source HTML — your content goes inside a layoutsubtree canvas -->
<canvas
  id="hic-source"
  layoutsubtree
  width="1920"
  height="1080"
  style="position:absolute;inset:0;opacity:0;"
>
  <div id="hic-content" style="width:1920px;height:1080px;">
    <!-- YOUR HTML CONTENT HERE — text, images, cards, dashboards, anything -->
  </div>
</canvas>

<!-- 2. Render target — the visible canvas that shows the effect -->
<canvas id="hic-output" width="1920" height="1080" style="position:absolute;inset:0;"></canvas>
// 3. Feature detection — always check, always provide fallback
function isHiCSupported() {
  var tc = document.createElement("canvas");
  if (!("layoutSubtree" in tc)) return false;
  tc.setAttribute("layoutsubtree", "");
  var ctx = tc.getContext("2d");
  return ctx && typeof ctx.drawElementImage === "function";
}
var apiOk = isHiCSupported();

// 4. Capture function — call this every frame in onUpdate
var capCanvas = document.getElementById("hic-source");
var capCtx = capCanvas.getContext("2d");
function captureContent() {
  if (apiOk) {
    capCtx.drawElementImage(document.getElementById("hic-content"), 0, 0, 1920, 1080);
  }
}

// 5. Drive from GSAP timeline — capture + render every frame
tl.to(
  proxy,
  {
    /* your animation properties */
    duration: BEAT_DURATION,
    ease: "sine.inOut",
    onUpdate: function () {
      captureContent();
      // render your effect here (Three.js or WebGL2)
    },
  },
  0,
);

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.


Effect Catalog

1. 3D Rotation with Bloom (Three.js)

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.

When to use: Hero product showcase, feature reveal, CTA with premium feel.

Key Three.js components: PlaneGeometry + CanvasTexture + EffectComposer + UnrealBloomPass

// After the boilerplate above, add:
var scene3d = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(45, 1920 / 1080, 0.1, 100);
camera.position.set(0, 0, 4);

var renderer = new THREE.WebGLRenderer({
  canvas: document.getElementById("hic-output"),
  antialias: true,
  alpha: true,
});
renderer.setSize(1920, 1080);

var texture = new THREE.CanvasTexture(capCanvas);
var mesh = new THREE.Mesh(
  new THREE.PlaneGeometry(3.6, 2.2),
  new THREE.MeshBasicMaterial({ map: texture }),
);
scene3d.add(mesh);

// Post-processing: bloom for cinematic glow.
// EffectComposer / RenderPass / UnrealBloomPass are ES-module named imports
// (see the import block below) — they're NOT properties of THREE in modern
// versions. Three.js r150+ removed the UMD `examples/js/` globals.
var composer = new EffectComposer(renderer);
composer.addPass(new RenderPass(scene3d, camera));
composer.addPass(new UnrealBloomPass(new THREE.Vector2(1920, 1080), 0.3, 0.4, 0.85));

var proxy = { rotY: -0.12, zoom: 4.2 };
tl.to(
  proxy,
  {
    rotY: 0.12,
    zoom: 3.6,
    duration: BEAT_DURATION,
    ease: "sine.inOut",
    onUpdate: function () {
      captureContent();
      texture.needsUpdate = true;
      mesh.rotation.y = proxy.rotY;
      camera.position.z = proxy.zoom;
      composer.render();
    },
  },
  0,
);

Load Three.js and post-processing via ESM (use a type="module" script):

<script type="module">
  import * as THREE from "https://cdn.jsdelivr.net/npm/three@0.181.2/+esm";
  import { EffectComposer } from "https://cdn.jsdelivr.net/npm/three@0.181.2/examples/jsm/postprocessing/EffectComposer.js";
  import { RenderPass } from "https://cdn.jsdelivr.net/npm/three@0.181.2/examples/jsm/postprocessing/RenderPass.js";
  import { ShaderPass } from "https://cdn.jsdelivr.net/npm/three@0.181.2/examples/jsm/postprocessing/ShaderPass.js";
  import { UnrealBloomPass } from "https://cdn.jsdelivr.net/npm/three@0.181.2/examples/jsm/postprocessing/UnrealBloomPass.js";
  // ... rest of composition code using these imports
</script>

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.


2. Magnetic Cursor Distortion (Raw WebGL2)

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.

When to use: Interactive feel, product demo with cursor, "look at THIS feature" moment.

Key technique: Custom fragment shader with Gaussian warp + chromatic split. No Three.js needed — just raw WebGL2.

// WebGL2 setup
var gl = document.getElementById("hic-output").getContext("webgl2", {
  alpha: false,
  preserveDrawingBuffer: true,
});

// Vertex shader — full-screen quad
var VS = `#version 300 es
in vec2 a_pos;
out vec2 v_uv;
void main() {
  v_uv = a_pos * 0.5 + 0.5;
  gl_Position = vec4(a_pos, 0.0, 1.0);
}`;

// Fragment shader — magnetic warp + chromatic aberration
var FS = `#version 300 es
precision highp float;
in vec2 v_uv;
out vec4 fragColor;
uniform sampler2D u_tex;
uniform vec2 u_cursor;   // cursor position (0-1)
uniform float u_strength; // warp strength (0-1)

void main() {
  vec2 uv = v_uv;
  vec2 delta = uv - u_cursor;
  float dist = length(delta);
  float warp = u_strength * exp(-dist * dist * 8.0);
  vec2 warped = uv - delta * warp * 0.3;

  // Chromatic aberration at distortion site
  float aberration = warp * 0.008;
  float r = texture(u_tex, warped + vec2(aberration, 0.0)).r;
  float g = texture(u_tex, warped).g;
  float b = texture(u_tex, warped - vec2(aberration, 0.0)).b;
  fragColor = vec4(r, g, b, 1.0);
}`;

// Compile, link, setup quad geometry, upload texture...
// (See registry/blocks/vfx-magnetic/vfx-magnetic.html for complete implementation)

// Drive cursor position from GSAP
var proxy = { cx: 0.2, cy: 0.5, strength: 0.0 };
tl.to(
  proxy,
  {
    cx: 0.8,
    cy: 0.4,
    strength: 1.0,
    duration: BEAT_DURATION,
    ease: "power2.inOut",
    onUpdate: function () {
      captureContent();
      // Upload texture, set uniforms, draw
      gl.uniform2f(cursorLoc, proxy.cx, proxy.cy);
      gl.uniform1f(strengthLoc, proxy.strength);
      gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
    },
  },
  0,
);

3. Shatter / Fragment Explosion (Three.js)

What it looks like: Content breaks into geometric fragments that fly apart, revealing what's behind.

When to use: Dramatic transition, "breaking free" moment, tension release.

Key technique: Subdivide the source texture into triangle mesh fragments using BufferGeometry, then animate each fragment's position/rotation with GSAP.

Study registry/blocks/vfx-shatter/vfx-shatter.html for the complete 1156-line implementation. The core idea:

// 1. Capture content to texture (same boilerplate)
// Seeded PRNG for determinism — Math.random() is banned
function mulberry32(seed) {
  return function () {
    seed |= 0;
    seed = (seed + 0x6d2b79f5) | 0;
    var t = Math.imul(seed ^ (seed >>> 15), 1 | seed);
    t ^= t + Math.imul(t ^ (t >>> 7), 61 | t);
    return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
  };
}
var rng = mulberry32(42);

// 2. Create N triangle fragments from the texture
var fragments = [];
for (var i = 0; i < NUM_FRAGMENTS; i++) {
  var geom = new THREE.BufferGeometry();
  var mesh = new THREE.Mesh(geom, new THREE.MeshBasicMaterial({ map: texture }));
  scene3d.add(mesh);
  fragments.push({ mesh: mesh, targetPos: randomExplosionVector(rng), delay: rng() * 0.5 });
}

// 3. Animate: first hold still, then EXPLODE
tl.to({}, { duration: holdTime }, 0);
fragments.forEach(function (frag) {
  tl.to(
    frag.mesh.position,
    {
      x: frag.targetPos.x,
      y: frag.targetPos.y,
      z: frag.targetPos.z,
      duration: 0.8,
      ease: "power3.in",
    },
    holdTime + frag.delay,
  );
  tl.to(
    frag.mesh.rotation,
    { x: rng() * 4, y: rng() * 4, duration: 0.8, ease: "power2.in" },
    holdTime + frag.delay,
  );
});

4. Liquid / Fluid Surface (Three.js)

What it looks like: Content floats above a rippling liquid surface with real-time wave dynamics. Or content IS the surface, undulating like water.

When to use: Organic/premium feel, ambient background, "living" product showcase.

Key technique: Subdivided PlaneGeometry with vertex displacement driven by noise functions in a vertex shader.

Study registry/blocks/vfx-liquid-background/vfx-liquid-background.html for the 1244-line implementation. Core idea:

// Custom vertex shader with wave displacement
var vertexShader = `
  varying vec2 vUv;
  uniform float u_time;
  void main() {
    vUv = uv;
    vec3 pos = position;
    // Sine wave displacement
    pos.z += sin(pos.x * 3.0 + u_time * 2.0) * 0.15;
    pos.z += cos(pos.y * 2.5 + u_time * 1.5) * 0.1;
    gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
  }
`;

var mesh = new THREE.Mesh(
  new THREE.PlaneGeometry(4, 3, 64, 64), // heavily subdivided for smooth waves
  new THREE.ShaderMaterial({
    vertexShader: vertexShader,
    fragmentShader: `varying vec2 vUv; uniform sampler2D u_tex;
      void main() { gl_FragColor = texture2D(u_tex, vUv); }`,
    uniforms: {
      u_tex: { value: texture },
      u_time: { value: 0 },
    },
  }),
);

5. Portal / Dimensional Reveal (Three.js)

What it looks like: A glowing circular portal opens and content emerges through it from another dimension.

When to use: Product reveal, "entering the app" moment, hero feature introduction.

Study registry/blocks/vfx-portal/vfx-portal.html for the complete 863-line implementation.


When to Use HTML-in-Canvas vs Standard GSAP

Scenario Use Why
Hero product screenshot showcase HTML-in-Canvas (3D rotation + bloom) Makes flat UI feel cinematic
Feature list / stats Standard GSAP Content-focused, doesn't need 3D
CTA / brand reveal HTML-in-Canvas (portal or magnetic) Makes the moment memorable
Social proof / logos Standard GSAP Orderly cascade, trust is steady
Transition between acts HTML-in-Canvas (shatter) Dramatic act break
Background atmosphere HTML-in-Canvas (liquid surface) Premium ambient feel
Quick feature cards Standard GSAP Speed matters, 3D would slow it down

More Effects You Can Build

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.

6. Noise Dissolve

Content dissolves into noise particles, revealing what's behind. Great for transitions.

// Fragment shader — noise-based dissolve
uniform float u_progress; // 0.0 = fully visible, 1.0 = fully dissolved
uniform sampler2D u_tex;

float hash(vec2 p) {
  return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
}

void main() {
  vec2 uv = v_uv;
  float noise = hash(uv * 50.0);
  float threshold = u_progress;
  if (noise < threshold) {
    // Edge glow at the dissolve boundary
    float edge = smoothstep(threshold - 0.05, threshold, noise);
    fragColor = vec4(1.0, 0.6, 0.2, 1.0) * (1.0 - edge); // orange edge glow
  } else {
    fragColor = texture(u_tex, uv);
  }
}

7. Holographic / Iridescent

Content gets a rainbow-shifting holographic sheen that moves with time. Premium, futuristic feel.

uniform float u_time;
uniform sampler2D u_tex;

void main() {
  vec4 color = texture(u_tex, v_uv);
  // Iridescent color shift based on position + time
  float angle = v_uv.x * 6.28 + v_uv.y * 3.14 + u_time * 0.5;
  vec3 holo = vec3(
    sin(angle) * 0.5 + 0.5,
    sin(angle + 2.094) * 0.5 + 0.5,
    sin(angle + 4.189) * 0.5 + 0.5
  );
  // Blend holographic over content (subtle overlay)
  fragColor = vec4(mix(color.rgb, holo, 0.15 + 0.1 * sin(u_time)), color.a);
}

8. Scan Lines + CRT

Retro CRT monitor look — scan lines, slight curvature, phosphor glow. Great for "code" or "terminal" beats.

uniform sampler2D u_tex;
uniform float u_time;

void main() {
  vec2 uv = v_uv;
  // Barrel distortion (CRT curvature)
  vec2 centered = uv - 0.5;
  float dist = dot(centered, centered);
  uv = uv + centered * dist * 0.15;

  vec4 color = texture(u_tex, uv);
  // Scan lines
  float scanline = sin(uv.y * 800.0) * 0.04;
  color.rgb -= scanline;
  // Slight RGB offset (phosphor)
  color.r = texture(u_tex, uv + vec2(0.001, 0.0)).r;
  color.b = texture(u_tex, uv - vec2(0.001, 0.0)).b;
  // Vignette
  float vignette = 1.0 - dist * 2.0;
  fragColor = vec4(color.rgb * vignette, 1.0);
}

9. Frosted Glass Blur

Content behind frosted glass — visible but softened, with subtle light refraction. Good for "behind the scenes" or "coming soon" moments.

uniform sampler2D u_tex;
uniform float u_blur; // 0.0 = clear, 1.0 = full frost

void main() {
  vec2 uv = v_uv;
  vec4 color = vec4(0.0);
  // Box blur with offset
  float radius = u_blur * 0.015;
  for (float x = -2.0; x <= 2.0; x += 1.0) {
    for (float y = -2.0; y <= 2.0; y += 1.0) {
      color += texture(u_tex, uv + vec2(x, y) * radius);
    }
  }
  color /= 25.0;
  // Add frost noise texture
  float frost = fract(sin(dot(uv * 200.0, vec2(12.9898, 78.233))) * 43758.5453);
  color.rgb += frost * 0.03 * u_blur;
  fragColor = color;
}

10. Pixel Sort / Glitch Art

Pixels rearrange themselves in vertical or horizontal strips — digital art aesthetic. Great for tech/creative brands.

uniform sampler2D u_tex;
uniform float u_intensity; // 0-1

void main() {
  vec2 uv = v_uv;
  // Random horizontal displacement per row
  float row = floor(uv.y * 80.0);
  float noise = fract(sin(row * 127.1) * 43758.5);
  float displace = step(0.7, noise) * u_intensity * 0.1;
  // Shift UV with RGB split
  float r = texture(u_tex, uv + vec2(displace, 0.0)).r;
  float g = texture(u_tex, uv).g;
  float b = texture(u_tex, uv - vec2(displace * 0.5, 0.0)).b;
  fragColor = vec4(r, g, b, 1.0);
}

Creating ANY Custom Effect

The fragment shaders above are templates. The pattern is always:

  1. Capture your HTML content with drawElementImage (the boilerplate at the top)
  2. Upload the captured canvas as a WebGL texture
  3. Write a fragment shader that reads from the texture and outputs modified colors
  4. Drive shader uniforms from GSAP via onUpdate

Any GLSL effect from ShaderToy, The Book of Shaders, CodePen, or anywhere else can be adapted:

  1. Find an effect you like (search "GLSL [effect name]" or browse shadertoy.com)
  2. Copy the fragment shader
  3. Replace iResolution with vec2(1920.0, 1080.0), iTime with your u_time uniform
  4. Add uniform sampler2D u_tex; for the captured content texture
  5. Wire the uniforms to GSAP proxy values

Geometry ideas beyond flat planes:

  • SphereGeometry — content mapped onto a globe (world map, global reach)
  • CylinderGeometry — content on a rotating cylinder (carousel/scroll feel)
  • TorusGeometry — content wrapped around a ring (infinity, cycle)
  • BoxGeometry — content on a 3D box (product packaging, dice)
  • GLTF models — content mapped as screen texture on phone, laptop, monitor (see vfx-iphone-device)

Post-processing stacking (Three.js EffectComposer):

  • Bloom + film grain = cinematic
  • Bloom + chromatic aberration = lens effect
  • Depth of field + vignette = focused attention
  • Film grain + scan lines = retro
  • Multiple passes stack — add as many as you want

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.