Merge pull request #886 from heygen-com/feat/shader-optional-css-mix

feat(shader-transitions): optional shader field — CSS crossfade mixing in HyperShader
This commit is contained in:
Ular Kimsanov
2026-05-19 19:17:53 -07:00
committed by GitHub
5 changed files with 121 additions and 26 deletions
+2 -2
View File
@@ -45,8 +45,8 @@ export interface HfTransitionMeta {
time: number;
/** Transition duration (seconds) */
duration: number;
/** Shader identifier (e.g. "fade", "wipe") */
shader: string;
/** Shader identifier. Undefined when the transition is a CSS crossfade. */
shader?: string;
/** GSAP easing string (e.g. "power2.inOut") */
ease: string;
/** Scene id the transition starts from */
@@ -260,11 +260,17 @@ export async function runHybridLayeredFrameLoop(input: HybridLoopInput): Promise
// awaits it. The encoder reorder buffer fences ordering so out-
// of-order blend completion is fine.
const frameIdx = i;
// When the @hyperframes/shader-transitions composition omits the
// shader on a transition entry, it requests a CSS crossfade. The
// engine-side path uses applyFallbackTransition() on the page; the
// producer's Node-side layered pipeline runs the equivalent here
// by routing the blend through `crossfade`.
const shaderName = activeTransition.shader;
const dispatch: Promise<void> = (async () => {
if (poolRef) {
if (poolRef && shaderName) {
const blendStart = Date.now();
const result = await poolRef.run({
shader: activeTransition.shader,
shader: shaderName,
bufferA: buffers.bufferA,
bufferB: buffers.bufferB,
output: buffers.output,
@@ -277,7 +283,9 @@ export async function runHybridLayeredFrameLoop(input: HybridLoopInput): Promise
buffers.output = result.output;
addHdrTiming(hdrPerf, "transitionCompositeMs", blendStart);
} else {
const transitionFn: TransitionFn = TRANSITIONS[activeTransition.shader] ?? crossfade;
const transitionFn: TransitionFn = shaderName
? (TRANSITIONS[shaderName] ?? crossfade)
: crossfade;
const blendStart = Date.now();
transitionFn(
buffers.bufferA,
@@ -172,7 +172,13 @@ export async function runSequentialLayeredFrameLoop(input: SequentialLoopInput):
});
}
const transitionFn: TransitionFn = TRANSITIONS[activeTransition.shader] ?? crossfade;
// CSS-crossfade transitions (shader omitted in the composition) take
// the same Node-side blend path — `crossfade` is the engine's
// canonical opacity blend, equivalent to applyFallbackTransition().
const shaderName = activeTransition.shader;
const transitionFn: TransitionFn = shaderName
? (TRANSITIONS[shaderName] ?? crossfade)
: crossfade;
transitionFn(
transitionBuffers.bufferA,
transitionBuffers.bufferB,
@@ -42,7 +42,15 @@ import { isHtmlInCanvasCaptureSupported } from "./capture.js";
interface PageCompositeTransitionConfig {
time: number;
shader: ShaderName;
/**
* Shader id. Undefined entries are CSS crossfades — the page-side
* compositor skips them, and the GSAP timeline in `initEngineMode`
* schedules an actual opacity-crossfade tween for those entries so the
* single page screenshot contains a correct blended frame. The entry
* stays in the array to preserve `transitions[i]` ↔ `scenes[i]`/
* `scenes[i+1]` index alignment for the surrounding shader entries.
*/
shader?: ShaderName;
duration?: number;
}
@@ -114,6 +122,10 @@ export function installPageSideCompositor(options: PageCompositorInstallOptions)
const programs = new Map<string, WebGLProgram>();
for (const t of transitions) {
// CSS crossfade entries (shader undefined) carry no program. Use a
// strict undefined check so a misconfigured empty string still fails
// loudly through the createProgram path below.
if (t.shader === undefined) continue;
if (programs.has(t.shader)) continue;
try {
programs.set(t.shader, createProgram(gl, getFragSource(t.shader)));
@@ -127,6 +139,10 @@ export function installPageSideCompositor(options: PageCompositorInstallOptions)
for (let i = 0; i < transitions.length; i++) {
const t = transitions[i];
if (!t) continue;
// CSS-only transitions stay on the GSAP opacity timeline; the page-
// side compositor only handles shader entries. Index i is preserved
// so subsequent shader transitions still pair with the right scenes.
if (t.shader === undefined) continue;
const fromSceneId = scenes[i];
const toSceneId = scenes[i + 1];
const prog = programs.get(t.shader);
+84 -19
View File
@@ -53,7 +53,8 @@ interface GsapTimeline {
export interface TransitionConfig {
time: number;
shader: ShaderName;
/** Omit to use a CSS crossfade instead of a WebGL shader. */
shader?: ShaderName;
duration?: number;
ease?: string;
}
@@ -100,7 +101,7 @@ interface CachedTransition {
duration: number;
fromId: string;
toId: string;
prog: WebGLProgram;
prog: WebGLProgram | null; // null for CSS-fallback transitions
frames: CachedTransitionFrame[];
cacheKey: string;
dirty: boolean;
@@ -825,7 +826,7 @@ export function init(config: HyperShaderConfig): GsapTimeline {
interface HfTransitionMeta {
time: number;
duration: number;
shader: string;
shader?: string; // undefined = CSS crossfade (no WebGL required)
ease: string;
fromScene: string;
toScene: string;
@@ -902,6 +903,11 @@ export function init(config: HyperShaderConfig): GsapTimeline {
const programs = new Map<string, WebGLProgram>();
for (const t of transitions) {
// Strict undefined check — an explicit empty string from a vanilla-JS
// caller (the IIFE bundle is hand-loaded via <script> tags) should NOT
// be silently coerced into a CSS crossfade. The shader registry will
// throw a clear "unknown shader" error for it.
if (t.shader === undefined) continue;
if (!programs.has(t.shader)) {
try {
programs.set(t.shader, createProgram(gl, getFragSource(t.shader)));
@@ -1131,7 +1137,11 @@ export function init(config: HyperShaderConfig): GsapTimeline {
canvasEl.style.display = "none";
return;
}
if (cache.fallback) {
// CSS-only transitions (prog === null) MUST take the fallback path. The
// fallback flag is the normal signal, but we also guard on prog to keep
// the invariant even if some path momentarily resets fallback while prog
// stays null (it can't be re-created — there is no shader to compile).
if (cache.fallback || cache.prog === null) {
state.active = true;
state.transitionIndex = activeIndex;
state.prog = null;
@@ -1145,9 +1155,12 @@ export function init(config: HyperShaderConfig): GsapTimeline {
return;
}
// Narrow cache.prog into a non-null local. The branch above already
// returned for prog === null, but TS can't track that across the function.
const prog = cache.prog;
state.active = true;
state.transitionIndex = activeIndex;
state.prog = cache.prog;
state.prog = prog;
state.progress = clampNumber((currentTime - cache.time) / cache.duration, 0, 1);
markTextureAccess(cache);
@@ -1164,7 +1177,7 @@ export function init(config: HyperShaderConfig): GsapTimeline {
renderShader(
gl,
quadBuf,
state.prog,
prog,
interpolatedFromTex,
interpolatedToTex,
state.progress,
@@ -1293,8 +1306,19 @@ export function init(config: HyperShaderConfig): GsapTimeline {
const toId = scenes[i + 1];
if (!fromId || !toId) continue;
const prog = programs.get(t.shader);
if (!prog) continue;
// shader omitted → CSS crossfade. shader present but program failed to
// compile (logged above) → degrade gracefully to CSS crossfade so the
// opacity timeline still runs and scene progression isn't broken. Both
// paths land in the always-ready prog=null cache.
const requestedShader = t.shader !== undefined;
const compiledProg = requestedShader ? (programs.get(t.shader!) ?? null) : null;
const isCssFallback = !requestedShader || compiledProg === null;
if (requestedShader && compiledProg === null) {
console.warn(
`[HyperShader] Shader "${t.shader}" failed to compile — falling back to CSS crossfade.`,
);
}
const prog = isCssFallback ? null : compiledProg;
const dur = t.duration ?? DEFAULT_DURATION;
const ease = t.ease ?? DEFAULT_EASE;
@@ -1309,10 +1333,10 @@ export function init(config: HyperShaderConfig): GsapTimeline {
prog,
frames: [],
cacheKey: "",
dirty: true,
ready: false,
fallback: false,
persisted: false,
dirty: !isCssFallback,
ready: isCssFallback,
fallback: isCssFallback,
persisted: isCssFallback,
textureReady: false,
texturePromise: null,
textureGeneration: 0,
@@ -1451,15 +1475,28 @@ export function init(config: HyperShaderConfig): GsapTimeline {
cache.textureReady = false;
};
// Caches with prog === null are CSS crossfade transitions and must stay in
// the always-ready fallback state. Without this guard, disposeCachedTransition
// + markScenesDirty would route them through the WebGL prewarm path and
// tickShader would eventually call renderShader(state.prog!) with a null prog.
const isCssOnlyTransition = (cache: CachedTransition): boolean => cache.prog === null;
const disposeCachedTransition = (cache: CachedTransition): void => {
disposeTransitionTextures(cache);
cache.texturePromise = null;
cache.frames = [];
cache.lastError = undefined;
if (isCssOnlyTransition(cache)) {
cache.ready = true;
cache.fallback = true;
cache.persisted = true;
cache.textureReady = false;
return;
}
cache.ready = false;
cache.fallback = false;
cache.persisted = false;
cache.textureReady = false;
cache.lastError = undefined;
};
const markTextureAccess = (cache: CachedTransition): void => {
@@ -1566,6 +1603,9 @@ export function init(config: HyperShaderConfig): GsapTimeline {
let changed = false;
for (const cache of cachedTransitions) {
if (!sceneIds.has(cache.fromId) && !sceneIds.has(cache.toId)) continue;
// Skip CSS-only transitions: there is no shader to recompile and no
// texture pyramid to recapture, so they stay permanently ready.
if (isCssOnlyTransition(cache)) continue;
disposeCachedTransition(cache);
cache.dirty = true;
cache.cacheKey = "";
@@ -1888,7 +1928,11 @@ export function init(config: HyperShaderConfig): GsapTimeline {
if (transitionCachePromise) return transitionCachePromise;
transitionCachePromise = (async () => {
const work = cachedTransitions.filter((cache) => cache.dirty || !cache.ready);
// CSS-only transitions (prog === null) never need prewarming — they
// are always ready and route through applyFallbackTransition().
const work = cachedTransitions.filter(
(cache) => !isCssOnlyTransition(cache) && (cache.dirty || !cache.ready),
);
const workItems = work.map((cache) => ({
cache,
sampleCount: sampleCountForCache(cache),
@@ -2209,13 +2253,28 @@ function initEngineMode(
if (!fromId || !toId) continue;
const dur = t.duration ?? DEFAULT_DURATION;
const ease = t.ease ?? DEFAULT_EASE;
const T = t.time;
// During the transition both scenes need to be visible so the engine
// can composite each side; afterwards the outgoing scene must drop out
// so it stops contributing to the normal-frame layer composite.
tl.set(`#${toId}`, { opacity: 1 }, T);
tl.set(`#${fromId}`, { opacity: 0 }, T + dur);
if (t.shader === undefined) {
// CSS-crossfade transition: schedule an actual opacity tween so the
// page produces a correct blended frame at every seek time. This
// matters when the producer captures with page-side compositing
// (one opaque screenshot per frame) — there is no Node-side blend
// step in that path, so the page must show the correct mix. Even
// in the layered Node path the crossfade is harmless (it merely
// mirrors what `crossfade()` computes from the per-scene buffers).
tl.fromTo(`#${toId}`, { opacity: 0 }, { opacity: 1, duration: dur, ease }, T);
tl.fromTo(`#${fromId}`, { opacity: 1 }, { opacity: 0, duration: dur, ease }, T);
} else {
// Shader transition: both scenes must stay at opacity=1 during the
// transition window so the Node-side layered compositor can capture
// each scene separately and blend them itself. The from-scene drops
// out at T+dur so it stops contributing to the next normal-frame
// layer composite.
tl.set(`#${toId}`, { opacity: 1 }, T);
tl.set(`#${fromId}`, { opacity: 0 }, T + dur);
}
}
// Page-side compositing opt-in (default OFF). When the producer launches
@@ -2242,6 +2301,12 @@ function initEngineMode(
const rawH = Number(root?.getAttribute("data-height"));
const compWidth = Number.isFinite(rawW) && rawW > 0 ? rawW : 1920;
const compHeight = Number.isFinite(rawH) && rawH > 0 ? rawH : 1080;
// Pass the full transitions array so transition[i] still pairs with
// scenes[i]/scenes[i+1]. The compositor itself skips entries with
// `shader === undefined` while preserving the index↔scene mapping.
// CSS crossfades produce a correct blended frame via the actual
// opacity-crossfade tween scheduled above (search `t.shader === undefined`
// in this function).
installPageSideCompositor({
scenes,
transitions,