mirror of
https://github.com/heygen-com/hyperframes.git
synced 2026-09-02 12:08:50 +00:00
feat(registry): bring back the video-primitive moves (#3169)
Restores the 208 catalog items reverted after their previews 404'd in production, this time on the payload mechanism rather than the .html files that caused the outage. The generator no longer writes a preview document to docs/public. That writer, and the machinery under it, existed only to produce files the docs host discards, so it is gone rather than bypassed. Items now embed the composition itself via a payload, which is what the previous change already does for the items that were already in the catalog. The variables explorer is parked, not restored: it drove its preview through the same unpublished .html path, so it would have shown an empty frame. Items that declare variables get the live player plus the static variables table, and reconnecting the explorer to payloads is a follow-up.
This commit is contained in:
@@ -3,6 +3,8 @@ title: "Cross Warp Morph"
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description: "Shader transition with cross-warped morphing"
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---
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import { InstallCommand } from "/snippets/install-command.jsx";
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<iframe
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className="w-full aspect-video rounded-xl border-0 bg-zinc-100 dark:bg-zinc-800"
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title="cross-warp-morph preview"
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@@ -12,30 +14,403 @@ description: "Shader transition with cross-warped morphing"
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## Install
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```bash Terminal
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npx hyperframes add cross-warp-morph
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```
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<InstallCommand command="npx hyperframes add cross-warp-morph" />
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That writes one file: `compositions/cross-warp-morph.html`.
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## Add it to your video
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## Source
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It runs for 4 seconds at 1920×1080. Paste this into your composition:
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<Accordion title={`cross-warp-morph.html`}>
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```html index.html
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<div
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data-composition-id="cross-warp-morph"
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data-composition-src="compositions/cross-warp-morph.html"
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data-start="0"
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data-duration="4"
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data-track-index="1"
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data-width="1920"
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data-height="1080"
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></div>
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```html
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<!doctype html>
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<html lang="en">
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<head>
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<meta charset="UTF-8" />
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<script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js"></script>
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<style>
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@import url("https://fonts.googleapis.com/css2?family=Space+Mono:wght@400;700&family=Bebas+Neue&family=JetBrains+Mono:wght@400;700&family=Lato:wght@400;700&display=block");
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* {
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margin: 0;
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padding: 0;
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box-sizing: border-box;
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}
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html,
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body {
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width: 1920px;
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height: 1080px;
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overflow: hidden;
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}
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</style>
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</head>
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<body>
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<div
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id="root"
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data-composition-id="main"
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data-start="0"
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data-duration="4"
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data-width="1920"
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data-height="1080"
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>
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<style>
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[data-composition-id="main"] {
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width: 1920px;
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height: 1080px;
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overflow: hidden;
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position: relative;
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background: #283618;
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}
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/* Blueprint grid */
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.bp-grid {
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position: absolute;
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inset: 0;
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background-image:
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linear-gradient(rgba(255, 255, 255, 0.025) 1px, transparent 1px),
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linear-gradient(90deg, rgba(255, 255, 255, 0.025) 1px, transparent 1px);
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background-size: 40px 40px;
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pointer-events: none;
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}
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/* Layout */
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.bp-left {
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position: absolute;
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left: 0;
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top: 0;
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bottom: 0;
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width: 1200px;
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display: flex;
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align-items: center;
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justify-content: center;
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}
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.bp-right {
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position: absolute;
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right: 0;
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top: 0;
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bottom: 0;
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width: 720px;
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display: flex;
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flex-direction: column;
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justify-content: center;
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padding: 60px 60px 60px 40px;
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}
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.bp-divider {
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position: absolute;
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left: 1200px;
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top: 60px;
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bottom: 60px;
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width: 1px;
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background: #a7c957;
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opacity: 0.15;
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}
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.bp-number {
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font-family: "Space Mono", monospace;
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font-size: 14px;
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font-weight: 700;
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letter-spacing: 0.4em;
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text-transform: uppercase;
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position: absolute;
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top: 40px;
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left: 60px;
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color: #a7c957;
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}
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/* Right panel typography */
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.bp-name {
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font-family: "Bebas Neue", sans-serif;
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font-size: 38px;
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letter-spacing: 0.08em;
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margin-bottom: 20px;
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color: #a7c957;
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}
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.bp-plabel {
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font-family: "Space Mono", monospace;
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font-size: 11px;
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font-weight: 700;
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letter-spacing: 0.3em;
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text-transform: uppercase;
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margin-bottom: 10px;
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color: #a7c957;
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opacity: 0.5;
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}
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.bp-prompt {
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font-family: "JetBrains Mono", monospace;
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font-size: 20px;
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line-height: 1.6;
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padding: 16px 20px;
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border-radius: 6px;
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margin-bottom: 20px;
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color: #a7c957;
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background: rgba(167, 201, 87, 0.06);
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border: 1px solid rgba(167, 201, 87, 0.12);
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}
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.bp-desc {
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font-family: "Lato", sans-serif;
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font-size: 17px;
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line-height: 1.6;
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color: #8aaa9a;
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opacity: 0.55;
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}
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/* GL scenes (hidden, just for texture capture) */
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.scene {
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position: absolute;
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top: 0;
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left: 0;
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width: 1200px;
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height: 1080px;
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overflow: hidden;
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display: flex;
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align-items: center;
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justify-content: center;
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}
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.scene-label {
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font-family: "Bebas Neue", sans-serif;
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font-size: 140px;
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letter-spacing: 0.06em;
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opacity: 0.12;
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}
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</style>
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<div class="bp-grid"></div>
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<div class="bp-divider"></div>
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<div class="bp-number">13 / 14</div>
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<!-- GL demo scenes (captured as textures, then hidden) -->
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<div id="s1" class="scene" style="background: #283618">
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<div class="scene-label" style="color: #a7c957">SCENE A</div>
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</div>
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<div id="s2" class="scene" style="background: #a7c957; opacity: 0">
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<div class="scene-label" style="color: #283618">SCENE B</div>
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</div>
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<!-- GL canvas (left panel only) -->
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<canvas
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id="gl-canvas"
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width="1200"
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height="1080"
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style="
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position: absolute;
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top: 0;
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left: 0;
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width: 1200px;
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height: 1080px;
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z-index: 10;
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pointer-events: none;
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display: none;
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"
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>
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</canvas>
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<!-- Right panel metadata -->
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<div class="bp-right">
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<div class="bp-name">Cross-Warp Morph</div>
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<div class="bp-plabel">Prompt</div>
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<div class="bp-prompt">"use cross-warp morph shader transition"</div>
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<div class="bp-desc">
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Both scenes displace along a shared FBM noise field in opposite directions. Noise-driven
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blend boundary.
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</div>
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</div>
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<div
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id="driver"
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class="clip"
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data-start="0"
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data-duration="4"
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data-track-index="0"
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style="position: absolute; width: 1px; height: 1px; opacity: 0; pointer-events: none"
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></div>
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</div>
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<script>
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window.__timelines = window.__timelines || {};
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var glCanvas = document.getElementById("gl-canvas");
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var gl = glCanvas.getContext("webgl", { preserveDrawingBuffer: true });
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if (!gl) {
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console.warn("WebGL not available");
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window.__timelines["main"] = gsap.timeline({ paused: true });
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} else {
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gl.viewport(0, 0, 1200, 1080);
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gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);
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var sceneTextures = {};
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function captureScene(sceneId) {
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var scene = document.getElementById(sceneId);
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var origOpacity = scene.style.opacity;
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var origZ = scene.style.zIndex;
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scene.style.opacity = "1";
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scene.style.zIndex = "999";
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scene.offsetHeight;
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var c = document.createElement("canvas");
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c.width = 1200;
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c.height = 1080;
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var ctx = c.getContext("2d");
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ctx.fillStyle = window.getComputedStyle(scene).backgroundColor;
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ctx.fillRect(0, 0, 1200, 1080);
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var sr = scene.getBoundingClientRect();
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var els = scene.querySelectorAll("*");
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for (var i = 0; i < els.length; i++) {
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var el = els[i],
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cs = window.getComputedStyle(el);
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if (cs.display === "none" || cs.visibility === "hidden") continue;
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var r = el.getBoundingClientRect();
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if (r.width < 1 || r.height < 1) continue;
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var x = r.left - sr.left,
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y = r.top - sr.top,
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w = r.width,
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h = r.height;
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ctx.save();
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ctx.globalAlpha = parseFloat(cs.opacity) || 1;
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var bg = cs.backgroundColor;
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if (bg && bg !== "rgba(0, 0, 0, 0)" && bg !== "transparent") {
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ctx.fillStyle = bg;
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ctx.fillRect(x, y, w, h);
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}
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var hasChildEls = el.querySelector("div,span,img,video");
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var text = "";
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for (var j = 0; j < el.childNodes.length; j++)
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if (el.childNodes[j].nodeType === 3) text += el.childNodes[j].textContent;
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text = text.trim();
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if (text && !hasChildEls) {
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ctx.font = cs.fontWeight + " " + cs.fontSize + " " + cs.fontFamily;
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ctx.fillStyle = cs.color;
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if (cs.letterSpacing && cs.letterSpacing !== "normal")
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ctx.letterSpacing = cs.letterSpacing;
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ctx.textAlign = "center";
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ctx.textBaseline = "middle";
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ctx.fillText(text, x + w / 2, y + h / 2);
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}
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ctx.restore();
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}
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scene.style.opacity = origOpacity;
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scene.style.zIndex = origZ;
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var tex = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, tex);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, c);
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sceneTextures[sceneId] = tex;
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}
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var vertSrc =
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"attribute vec2 a_pos; varying vec2 v_uv; void main(){" +
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"v_uv=a_pos*0.5+0.5; v_uv.y=1.0-v_uv.y; gl_Position=vec4(a_pos,0,1);}";
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var quadBuf = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, quadBuf);
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gl.bufferData(
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gl.ARRAY_BUFFER,
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new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]),
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gl.STATIC_DRAW,
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);
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function compileShader(src, type) {
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var s = gl.createShader(type);
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gl.shaderSource(s, src);
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gl.compileShader(s);
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if (!gl.getShaderParameter(s, gl.COMPILE_STATUS))
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console.error("Shader:", gl.getShaderInfoLog(s));
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return s;
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}
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function mkProg(fragSrc) {
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var p = gl.createProgram();
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gl.attachShader(p, compileShader(vertSrc, gl.VERTEX_SHADER));
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gl.attachShader(p, compileShader(fragSrc, gl.FRAGMENT_SHADER));
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gl.linkProgram(p);
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if (!gl.getProgramParameter(p, gl.LINK_STATUS))
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console.error("Link:", gl.getProgramInfoLog(p));
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return p;
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}
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var H =
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"precision mediump float;" +
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"varying vec2 v_uv;" +
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"uniform sampler2D u_from, u_to;" +
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"uniform float u_progress;" +
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"uniform vec2 u_resolution;\n";
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var NQ =
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"float hash(vec2 p){return fract(sin(dot(p,vec2(127.1,311.7)))*43758.5453);}" +
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"float vnoise(vec2 p){vec2 i=floor(p),f=fract(p);" +
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"f=f*f*f*(f*(f*6.-15.)+10.);" +
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"return mix(mix(hash(i),hash(i+vec2(1,0)),f.x)," +
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"mix(hash(i+vec2(0,1)),hash(i+vec2(1,1)),f.x),f.y);}" +
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"float fbm(vec2 p){float v=0.,a=.5;" +
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"mat2 R=mat2(.8,.6,-.6,.8);" +
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"for(int i=0;i<5;i++){v+=a*vnoise(p);p=R*p*2.02;a*=.5;}return v;}";
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var progPass = mkProg(H + "void main(){gl_FragColor=texture2D(u_from,v_uv);}");
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var progTrans = mkProg(
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H +
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NQ +
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"void main(){vec2 disp=vec2(fbm(v_uv*3.),fbm(v_uv*3.+vec2(7.3,3.7)))-.5;vec2 fromUv=clamp(v_uv+disp*u_progress*.5,0.,1.);vec2 toUv=clamp(v_uv-disp*(1.-u_progress)*.5,0.,1.);vec4 A=texture2D(u_from,fromUv);vec4 B=texture2D(u_to,toUv);float n=fbm(v_uv*4.+vec2(3.1,1.7));float blend=smoothstep(.4,.6,n+u_progress*1.2-.6);gl_FragColor=mix(A,B,blend);}",
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);
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function renderShader(prog, texFrom, texTo, progress) {
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gl.useProgram(prog);
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, texFrom);
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gl.uniform1i(gl.getUniformLocation(prog, "u_from"), 0);
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gl.activeTexture(gl.TEXTURE1);
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gl.bindTexture(gl.TEXTURE_2D, texTo);
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gl.uniform1i(gl.getUniformLocation(prog, "u_to"), 1);
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gl.uniform1f(gl.getUniformLocation(prog, "u_progress"), progress);
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gl.uniform2f(gl.getUniformLocation(prog, "u_resolution"), 1200, 1080);
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var pos = gl.getAttribLocation(prog, "a_pos");
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gl.bindBuffer(gl.ARRAY_BUFFER, quadBuf);
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gl.enableVertexAttribArray(pos);
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gl.vertexAttribPointer(pos, 2, gl.FLOAT, false, 0, 0);
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gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
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}
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function easeInOut(p) {
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return p < 0.5 ? 2 * p * p : 1 - Math.pow(-2 * p + 2, 2) / 2;
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}
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captureScene("s1");
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captureScene("s2");
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glCanvas.style.display = "block";
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renderShader(progPass, sceneTextures["s1"], sceneTextures["s1"], 0);
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document.querySelectorAll(".scene").forEach(function (s) {
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s.style.opacity = "0";
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});
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var tl = gsap.timeline({
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paused: true,
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onUpdate: function () {
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var t = tl.time();
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if (t >= 1.0 && t < 3.0) {
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renderShader(
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progTrans,
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sceneTextures["s1"],
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sceneTextures["s2"],
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easeInOut((t - 1.0) / 2.0),
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);
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} else if (t >= 3.0) {
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renderShader(progPass, sceneTextures["s2"], sceneTextures["s2"], 0);
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} else {
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renderShader(progPass, sceneTextures["s1"], sceneTextures["s1"], 0);
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}
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},
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});
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tl.to({ v: 0 }, { v: 1, duration: 4, ease: "none" }, 0);
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window.__timelines["main"] = tl;
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} // end if (gl)
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</script>
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</body>
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||||
</html>
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||||
```
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Move it in time with `data-start`. Put it on a different timeline row with
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`data-track-index`. See [data attributes](/concepts/data-attributes) for the rest.
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</Accordion>
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## Usage
|
||||
|
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After installing, add the block to your host composition:
|
||||
|
||||
```html
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<div data-composition-id="cross-warp-morph" data-composition-src="compositions/cross-warp-morph.html" data-start="0" data-duration="4" data-track-index="1" data-width="1920" data-height="1080"></div>
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||||
```
|
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{/* hf:generated-footer */}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user