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the same unpublished .html path, so it would have shown an empty frame.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:
Miguel Ángel
2026-08-10 18:46:03 -04:00
committed by GitHub
parent 0f76305191
commit 9734578e60
1383 changed files with 255573 additions and 5760 deletions
@@ -0,0 +1,469 @@
---
title: "Anamorphic Streak Flare"
description: "A drifting field of bright points, each one throwing the long horizontal blue-violet streak a real anamorphic cinema lens produces. Built from the measured filter constants: a 0.3 high-pass, 80 horizontal taps at quarter resolution, a samples/3 gain and a 0x7a8aff tint."
---
import { InstallCommand } from "/snippets/install-command.jsx";
<iframe
className="w-full aspect-video rounded-xl border-0 bg-zinc-100 dark:bg-zinc-800"
title="vfx-anamorphic-flare preview"
loading="lazy"
srcDoc={`<!doctype html><html><head><meta charset="utf-8"><style>html,body{margin:0;height:100%;overflow:hidden;background:transparent}hyperframes-player{display:block;width:100%;height:100%}</style><script src="https://cdn.jsdelivr.net/npm/@hyperframes/player@0.7/dist/hyperframes-player.global.js"><\/script></head><body><script>fetch("/public/catalog/blocks/vfx-anamorphic-flare.json").then(function(r){return r.json()}).then(function(d){var p=document.createElement("hyperframes-player");p.setAttribute("srcdoc",d.html);p.setAttribute("controls","");p.setAttribute("autoplay","");p.setAttribute("loop","");p.setAttribute("muted","");p.setAttribute("poster","https://static.heygen.ai/hyperframes-oss/docs/images/catalog/blocks/vfx-anamorphic-flare.png");document.body.appendChild(p)});<\/script></body></html>`}
/>
## Install
<InstallCommand command="npx hyperframes add vfx-anamorphic-flare" />
That writes one file: `compositions/vfx-anamorphic-flare.html`.
## Add it to your video
It runs for 10 seconds at 1920×1080. Paste this into your composition:
```html index.html
<div
data-composition-id="vfx-anamorphic-flare"
data-composition-src="compositions/vfx-anamorphic-flare.html"
data-start="0"
data-duration="10"
data-track-index="1"
data-width="1920"
data-height="1080"
></div>
```
Move it in time with `data-start`. Put it on a different timeline row with
`data-track-index`. See [data attributes](/concepts/data-attributes) for the rest.
## Change how it looks
Set these CSS variables on the block:
- `--intensity` — Streak intensity. Defaults to `5`.
- `--threshold` — High-pass threshold. Defaults to `0.3`.
- `--streaklength` — Streak length gain. Defaults to `1`.
- `--tint` — Streak tint. Defaults to `#7a8aff`.
- `--bloomradius` — Bloom radius. Defaults to `0`.
- `--timescale` — Drift rate. Defaults to `0.5`.
- `--emitters` — Emitter count. Defaults to `140`.
- `--backdrop` — Backdrop. Defaults to `#04040a`.
## Variables
Every one of these has a default, so the piece works untouched. Set the ones you
want to change on the element:
| Variable | Default | Accepts | What it does |
| --- | --- | --- | --- |
| `intensity` | `5` | 0 to 20, step 0.1 | |
| `threshold` | `0.3` | 0 to 1, step 0.01 | |
| `streakLength` | `1` | 0.1 to 6, step 0.05 | |
| `tint` | `#7a8aff` | color | |
| `bloomRadius` | `0` | 0px to 80px, step 1px | |
| `timeScale` | `0.5` | 0 to 3, step 0.05 | |
| `emitters` | `140` | 1 to 400, step 1 | |
| `backdrop` | `#04040a` | color | |
Set them with `data-variable-values` on the element that mounts it. These are the
defaults, so this behaves exactly like the preview above until you change one:
```html wrap
<div
data-composition-id="vfx-anamorphic-flare"
data-composition-src="compositions/vfx-anamorphic-flare.html"
data-variable-values='{"intensity":5,"threshold":0.3,"streakLength":1,"tint":"#7a8aff","bloomRadius":0,"timeScale":0.5,"emitters":140,"backdrop":"#04040a"}'
></div>
```
## Source
<Accordion title={`vfx-anamorphic-flare.html`}>
```html
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=1920, height=1080" />
<title>Anamorphic Streak Flare</title>
<script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js"></script>
<style>
*,
*::before,
*::after {
margin: 0;
padding: 0;
box-sizing: border-box;
}
body {
background: #000;
overflow: hidden;
}
#af-root {
position: relative;
width: 1920px;
height: 1080px;
overflow: hidden;
}
#af-canvas {
position: absolute;
top: 0;
left: 0;
width: 1920px;
height: 1080px;
}
</style>
</head>
<body>
<div
id="af-root"
data-composition-id="vfx-anamorphic-flare"
data-root="true"
data-width="1920"
data-height="1080"
data-start="0"
data-duration="10"
data-composition-variables='[
{"id":"intensity","type":"number","label":"Streak intensity","default":5,"min":0,"max":20,"step":0.1},
{"id":"threshold","type":"number","label":"High-pass threshold","default":0.3,"min":0,"max":1,"step":0.01},
{"id":"streakLength","type":"number","label":"Streak length gain","default":1,"min":0.1,"max":6,"step":0.05},
{"id":"tint","type":"color","label":"Streak tint","default":"#7a8aff"},
{"id":"bloomRadius","type":"number","label":"Bloom radius","default":0,"min":0,"max":80,"step":1,"unit":"px"},
{"id":"timeScale","type":"number","label":"Drift rate","default":0.5,"min":0,"max":3,"step":0.05},
{"id":"emitters","type":"number","label":"Emitter count","default":140,"min":1,"max":400,"step":1},
{"id":"backdrop","type":"color","label":"Backdrop","default":"#04040a"}
]'
>
<canvas id="af-canvas" width="1920" height="1080"></canvas>
<!-- Driver clip: gives HyperFrames a timed element to own on track 0. -->
<div
id="af-drv"
class="clip"
data-start="0"
data-duration="10"
data-track-index="0"
style="position: absolute; width: 1px; height: 1px; opacity: 0; pointer-events: none"
></div>
</div>
<script>
(function () {
var DUR = 10;
var W = 1920;
var H = 1080;
var root = document.getElementById("af-root");
var V = (window.__hyperframes && window.__hyperframes.getVariables()) || {};
var CS = getComputedStyle(root);
// A declared variable reaches CSS as a custom property on the root.
// Read that first so a host stylesheet can retheme the block, then
// fall back to the declared value. Both the namespaced and the bare
// property name are probed: which one the runtime emits has changed
// across versions, and the block should not care.
function raw(id) {
var slug = id.toLowerCase();
var css =
CS.getPropertyValue("--hf-var-" + slug).trim() ||
CS.getPropertyValue("--" + slug).trim();
return css !== "" ? css : V[id];
}
function num(id, fallback) {
var n = parseFloat(raw(id));
return isFinite(n) ? n : fallback;
}
function str(id, fallback) {
var s = raw(id);
return typeof s === "string" && s !== "" ? s : fallback;
}
// ---------------------------------------------------------------
// Measured constants.
//
// Read from the three.js anamorphic post-processing example (MIT),
// cross-checked against a live capture of that demo's own GUI:
//
// tint 0x7a8aff, threshold 0.3, intensity 5, bloom radius 0,
// samples 80, time scale 0.5, resolution scale 0.25.
//
// The filter walks samples/2 taps in each direction HORIZONTALLY
// only, weights each tap by 1 - |i| / halfSamples (a tent), and
// normalises the sum by samples / 3.0. Dividing by samples/3 rather
// than by the weight sum is deliberate: it is a gain above 1, not
// an average, which is why a dim highlight still throws a readable
// streak.
//
// This implementation evaluates that convolution in closed form
// instead of running the 80-tap loop. For a small bright source the
// tent-weighted horizontal blur has an exact analytic result: the
// tent itself, centred on the source. So one horizontal gradient
// per highlight is the same arithmetic the loop would perform, at
// a fraction of the cost, and with no dependence on WebGL surviving
// seek capture.
// ---------------------------------------------------------------
var SAMPLES = 80;
var HALF_SAMPLES = SAMPLES / 2; // 40 taps each side
var RES_SCALE = 0.25; // the streak buffer runs at quarter resolution
var NORM = SAMPLES / 3; // total / (samples / 3.0)
var REF_W = 1280; // width the constants were measured at
// 40 taps of a 1/(0.25 * 1280) texel step = 12.5% of frame width per
// side. Held as a fraction rather than as absolute pixels so the look
// matches the reference at any output size.
var HALF_FRAC = HALF_SAMPLES / (RES_SCALE * REF_W);
var INTENSITY = num("intensity", 5);
var THRESHOLD = num("threshold", 0.3);
var STREAK_LEN = num("streakLength", 1);
var BLOOM_R = num("bloomRadius", 0);
var TIME_SCALE = num("timeScale", 0.5);
var COUNT = Math.max(1, Math.round(num("emitters", 140)));
var BACKDROP = str("backdrop", "#04040a");
var TINT = hexRgb(str("tint", "#7a8aff"), [0.478, 0.541, 1.0]);
function hexRgb(hex, fallback) {
var m = /^#?([0-9a-f]{6})$/i.exec(String(hex).trim());
if (!m) return fallback;
var n = parseInt(m[1], 16);
return [((n >> 16) & 255) / 255, ((n >> 8) & 255) / 255, (n & 255) / 255];
}
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)) ^ t;
return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
};
}
function hsv(h, s, v) {
var hh = ((((h % 360) + 360) % 360) / 60) % 6;
var c = v * s;
var x = c * (1 - Math.abs((hh % 2) - 1));
var m = v - c;
var r = 0;
var g = 0;
var b = 0;
if (hh < 1) {
r = c;
g = x;
} else if (hh < 2) {
r = x;
g = c;
} else if (hh < 3) {
g = c;
b = x;
} else if (hh < 4) {
g = x;
b = c;
} else if (hh < 5) {
r = x;
b = c;
} else {
r = c;
b = x;
}
return [r + m, g + m, b + m];
}
// ---------------------------------------------------------------
// The emitter field. Every emitter is a closed-form function of t:
// two incommensurate sinusoids for position and one for brightness.
// The seeded PRNG runs once, at setup, so the field is identical on
// every load and every seek.
// ---------------------------------------------------------------
var rng = mulberry32(1337);
var EM = [];
for (var i = 0; i < COUNT; i++) {
EM.push({
x0: rng() * W,
y0: rng() * H,
ax: 24 + rng() * 90,
ay: 12 + rng() * 48,
fx: 0.018 + rng() * 0.05,
fy: 0.015 + rng() * 0.045,
px: rng(),
py: rng(),
r: 3 + Math.pow(rng(), 1.6) * 10,
h: rng() * 360,
s: 0.62 + rng() * 0.38,
v: 0.7 + rng() * 0.3,
fb: 0.03 + rng() * 0.09,
pb: rng(),
});
}
var TAU = Math.PI * 2;
var canvas = document.getElementById("af-canvas");
var ctx = canvas.getContext("2d");
// Streaks are accumulated in a quarter-resolution buffer, matching
// the reference's setResolutionScale(0.25). Upscaling it bilinearly
// is what gives the streak its soft vertical falloff, and it is the
// reason the streak reads as smooth rather than as a hard bar.
var SW = Math.round(W * RES_SCALE);
var SH = Math.round(H * RES_SCALE);
var sbuf = document.createElement("canvas");
sbuf.width = SW;
sbuf.height = SH;
var sctx = sbuf.getContext("2d");
function rgba(c, a) {
return (
"rgba(" +
Math.round(Math.min(1, Math.max(0, c[0])) * 255) +
"," +
Math.round(Math.min(1, Math.max(0, c[1])) * 255) +
"," +
Math.round(Math.min(1, Math.max(0, c[2])) * 255) +
"," +
Math.min(1, Math.max(0, a)) +
")"
);
}
// A slow swell across the clip so the field reads as a shot rather
// than as a loop. Closed form in t, like everything else here.
function gainAt(t) {
var u = Math.min(1, Math.max(0, t / DUR));
return 0.75 + 0.35 * Math.sin(Math.PI * u);
}
function draw(t) {
var tau = t * TIME_SCALE;
var gain = gainAt(t);
var halfLen = HALF_FRAC * W * STREAK_LEN;
sctx.setTransform(1, 0, 0, 1, 0, 0);
sctx.clearRect(0, 0, SW, SH);
sctx.globalCompositeOperation = "lighter";
var e;
var k;
var col;
var bright;
var x;
var y;
for (k = 0; k < EM.length; k++) {
e = EM[k];
x = e.x0 + e.ax * Math.sin(TAU * (e.fx * tau + e.px));
y = e.y0 + e.ay * Math.sin(TAU * (e.fy * tau + e.py));
bright = e.v * (0.62 + 0.38 * Math.sin(TAU * (e.fb * tau + e.pb)));
col = hsv(e.h, e.s, Math.max(0, bright));
// High pass, then tint, exactly as the reference filter does:
// max(colour - threshold, 0) * tint. Below threshold there is no
// streak at all, which is what keeps the field from smearing.
var hp = [
Math.max(0, col[0] - THRESHOLD) * TINT[0],
Math.max(0, col[1] - THRESHOLD) * TINT[1],
Math.max(0, col[2] - THRESHOLD) * TINT[2],
];
var peak = Math.max(hp[0], Math.max(hp[1], hp[2]));
if (peak <= 0.0001) continue;
// Peak of the tent equals the source value times intensity over
// the samples/3 normaliser. Magnitude is carried in alpha so the
// hue keeps full 8-bit precision at low brightness.
var alpha = (peak * INTENSITY * gain) / NORM;
if (alpha < 0.003) continue;
var hue = [hp[0] / peak, hp[1] / peak, hp[2] / peak];
var bx = x * RES_SCALE;
var by = y * RES_SCALE;
var bh = Math.max(1, e.r * 2 * RES_SCALE);
var bl = halfLen * RES_SCALE;
var g = sctx.createLinearGradient(bx - bl, 0, bx + bl, 0);
g.addColorStop(0, rgba(hue, 0));
g.addColorStop(0.5, rgba(hue, alpha));
g.addColorStop(1, rgba(hue, 0));
sctx.fillStyle = g;
sctx.fillRect(bx - bl, by - bh / 2, bl * 2, bh);
}
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.globalCompositeOperation = "source-over";
ctx.fillStyle = BACKDROP;
ctx.fillRect(0, 0, W, H);
ctx.globalCompositeOperation = "lighter";
ctx.imageSmoothingEnabled = true;
ctx.imageSmoothingQuality = "high";
ctx.drawImage(sbuf, 0, 0, SW, SH, 0, 0, W, H);
// The highlights themselves, drawn at full resolution on top.
for (k = 0; k < EM.length; k++) {
e = EM[k];
x = e.x0 + e.ax * Math.sin(TAU * (e.fx * tau + e.px));
y = e.y0 + e.ay * Math.sin(TAU * (e.fy * tau + e.py));
bright = e.v * (0.62 + 0.38 * Math.sin(TAU * (e.fb * tau + e.pb)));
col = hsv(e.h, e.s, Math.max(0, bright));
if (BLOOM_R > 0) {
var br = e.r + BLOOM_R;
var gb = ctx.createRadialGradient(x, y, 0, x, y, br);
gb.addColorStop(0, rgba(col, 0.5 * gain));
gb.addColorStop(0.35, rgba(col, 0.16 * gain));
gb.addColorStop(1, rgba(col, 0));
ctx.fillStyle = gb;
ctx.fillRect(x - br, y - br, br * 2, br * 2);
}
var core = ctx.createRadialGradient(x, y, 0, x, y, e.r);
core.addColorStop(
0,
rgba([col[0] * 0.88 + 0.12, col[1] * 0.88 + 0.12, col[2] * 0.88 + 0.12], 1),
);
core.addColorStop(0.72, rgba(col, 0.96));
core.addColorStop(1, rgba(col, 0));
ctx.fillStyle = core;
ctx.fillRect(x - e.r, y - e.r, e.r * 2, e.r * 2);
}
}
window.__timelines = window.__timelines || {};
var tl = gsap.timeline({ paused: true });
// The canvas is repainted from a property SETTER, not from a
// timeline onUpdate callback: gsap suppresses events on seek(), so a
// callback-driven canvas silently freezes on frame 0 under any
// consumer that scrubs. Tweened values are written on every render,
// suppressed or not, so the setter fires on seek and hands us the
// frame time directly.
var driver = { _t: 0 };
Object.defineProperty(driver, "t", {
get: function () {
return this._t;
},
set: function (v) {
this._t = v;
draw(v);
},
});
tl.to(driver, { t: DUR, duration: DUR, ease: "none" }, 0);
window.__timelines["vfx-anamorphic-flare"] = tl;
draw(0);
})();
</script>
</body>
</html>
```
</Accordion>
{/* hf:generated-footer */}
Tagged `vfx` `background` `showcase` `optical` `canvas`.
## Related topics
- [Browse the complete Catalog](/catalog)
- [Add assets and Catalog items in Studio](/studio/assets-and-blocks)
- [Build a richer composition](/go-further)