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the same unpublished .html path, so it would have shown an empty frame.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
+887 -26
View File
@@ -3,40 +3,21 @@ title: "Portal"
description: "VFX composition block"
---
import { InstallCommand } from "/snippets/install-command.jsx";
<video className="w-full aspect-video rounded-xl object-cover bg-zinc-100 dark:bg-zinc-800" src="https://static.heygen.ai/hyperframes-oss/docs/images/catalog/blocks/vfx-portal.mp4" poster="https://static.heygen.ai/hyperframes-oss/docs/images/catalog/blocks/vfx-portal.png" autoPlay muted loop playsInline />
## Install
```bash Terminal
npx hyperframes add vfx-portal
```
<InstallCommand command="npx hyperframes add vfx-portal" />
That writes one file: `compositions/vfx-portal.html`.
<Warning>
<Danger>
Live preview needs the `chrome://flags/#canvas-draw-element` flag switched on.
Rendering from the CLI switches it on for you. [How it
works](/guides/html-in-canvas)
</Warning>
## 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-portal"
data-composition-src="compositions/vfx-portal.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.
Without it this item's screen renders black. Rendering from the CLI switches
it on for you. [How it works](/guides/html-in-canvas)
</Danger>
## Change the colors
@@ -45,6 +26,886 @@ Set these CSS variables on the block:
- `--bg-color` — Background. Defaults to `#000000`.
- `--portal-color` — Portal color. Defaults to `#fafafa`.
## Source
<Accordion title={`vfx-portal.html`}>
```html
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=1920, height=1080" />
<title>HTML Portal Transition</title>
<link
href="https://fonts.googleapis.com/css2?family=Inter:wght@400;500;600;700;800&display=swap"
rel="stylesheet"
/>
<script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.147.0/build/three.min.js"></script>
<style>
*,
*::before,
*::after {
margin: 0;
padding: 0;
box-sizing: border-box;
}
body {
background: #000;
overflow: hidden;
font-family: "Inter", system-ui, sans-serif;
}
#root {
position: relative;
width: 1920px;
height: 1080px;
overflow: hidden;
background: #000;
}
.panel {
position: absolute;
top: 0;
left: 0;
width: 1920px;
height: 1080px;
overflow: hidden;
}
/* ── Shared Site Layout ──────────────────────────────── */
.site-wrap {
display: flex;
flex-direction: column;
width: 100%;
height: 100%;
}
.topbar {
display: flex;
align-items: center;
justify-content: space-between;
padding: 28px 64px;
}
.logo {
font-size: 24px;
font-weight: 800;
letter-spacing: -0.5px;
}
.nav {
display: flex;
gap: 36px;
}
.nav span {
font-size: 15px;
font-weight: 500;
}
.nav-cta {
font-size: 14px;
font-weight: 600;
padding: 10px 24px;
border-radius: 8px;
border: none;
cursor: pointer;
}
.hero {
flex: 1;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
text-align: center;
gap: 24px;
padding: 0 200px;
}
.hero-title {
font-size: 72px;
font-weight: 800;
letter-spacing: -2px;
line-height: 1.05;
}
.hero-sub {
font-size: 20px;
line-height: 1.6;
max-width: 640px;
}
.hero-btn {
display: inline-block;
padding: 16px 40px;
border-radius: 12px;
font-size: 17px;
font-weight: 700;
border: none;
cursor: pointer;
letter-spacing: -0.2px;
}
.cards-row {
display: flex;
gap: 24px;
padding: 0 64px 56px;
}
.feature-card {
flex: 1;
padding: 32px;
border-radius: 16px;
}
.card-icon {
width: 44px;
height: 44px;
border-radius: 10px;
display: flex;
align-items: center;
justify-content: center;
font-size: 22px;
margin-bottom: 16px;
}
.card-title {
font-size: 18px;
font-weight: 700;
margin-bottom: 6px;
}
.card-desc {
font-size: 14px;
line-height: 1.5;
}
/* ── Light Mode ──────────────────────────────────────── */
.light .site-wrap {
background: #fafafa;
color: #111;
}
.light .logo {
color: #111;
}
.light .nav span {
color: #555;
}
.light .nav-cta {
background: #7c3aed;
color: #fff;
}
.light .hero-title {
color: #111;
}
.light .hero-sub {
color: #666;
}
.light .hero-btn {
background: #7c3aed;
color: #fff;
}
.light .feature-card {
background: #fff;
border: 1px solid #e5e7eb;
}
.light .card-icon {
background: #f3f0ff;
color: #7c3aed;
}
.light .card-title {
color: #111;
}
.light .card-desc {
color: #777;
}
/* ── Dark Mode ───────────────────────────────────────── */
.dark .site-wrap {
background: #0a0a0f;
color: #f0f0f5;
}
.dark .logo {
background: linear-gradient(135deg, #a78bfa, #c084fc);
-webkit-background-clip: text;
-webkit-text-fill-color: transparent;
}
.dark .nav span {
color: rgba(255, 255, 255, 0.5);
}
.dark .nav-cta {
background: linear-gradient(135deg, #7c3aed, #a855f7);
color: #fff;
box-shadow: 0 0 24px rgba(124, 58, 237, 0.3);
}
.dark .hero-title {
color: #f0f0f5;
}
.dark .hero-sub {
color: rgba(255, 255, 255, 0.5);
}
.dark .hero-btn {
background: linear-gradient(135deg, #7c3aed, #a855f7);
color: #fff;
box-shadow: 0 0 32px rgba(124, 58, 237, 0.35);
}
.dark .feature-card {
background: rgba(255, 255, 255, 0.03);
border: 1px solid rgba(255, 255, 255, 0.08);
box-shadow: 0 0 20px rgba(124, 58, 237, 0.06);
}
.dark .card-icon {
background: rgba(124, 58, 237, 0.15);
color: #a78bfa;
}
.dark .card-title {
color: #f0f0f5;
}
.dark .card-desc {
color: rgba(255, 255, 255, 0.45);
}
#error-overlay {
position: absolute;
inset: 0;
background: #000;
display: none;
align-items: center;
justify-content: center;
z-index: 100;
flex-direction: column;
gap: 16px;
color: #fff;
}
#error-overlay.visible {
display: flex;
}
#error-overlay h2 {
font-size: 24px;
font-weight: 600;
}
#error-overlay p {
font-size: 14px;
color: rgba(255, 255, 255, 0.5);
max-width: 480px;
text-align: center;
line-height: 1.6;
}
#error-overlay code {
background: rgba(255, 255, 255, 0.1);
padding: 2px 8px;
border-radius: 4px;
font-size: 13px;
}
</style>
</head>
<body>
<div
id="root"
data-composition-id="portal-transition"
data-width="1920"
data-height="1080"
data-start="0"
data-duration="10"
data-root="true"
>
<!-- Light mode panel (front) -->
<canvas
id="cap-light"
layoutsubtree
width="1920"
height="1080"
style="
position: absolute;
top: 0;
left: 0;
width: 1920px;
height: 1080px;
z-index: -1;
pointer-events: none;
"
>
<section
class="panel light"
id="panel-light"
data-panel-start="0"
data-panel-duration="10"
style="width: 1920px; height: 1080px"
>
<div class="site-wrap">
<div class="topbar">
<div class="logo">HyperFrames</div>
<div class="nav">
<span>Docs</span>
<span>Catalog</span>
<span>GitHub</span>
<button class="nav-cta">Sign In</button>
</div>
</div>
<div class="hero">
<h1 class="hero-title">Write HTML<br />Render Video</h1>
<p class="hero-sub">
Ship faster with a platform that handles the hard parts. Analytics, infrastructure,
and developer tools — all in one place.
</p>
<button class="hero-btn">Start Creating</button>
</div>
<div class="cards-row">
<div class="feature-card">
<div class="card-icon">&#9889;</div>
<div class="card-title">Lightning Fast</div>
<div class="card-desc">
Sub-millisecond response times with edge deployment across 40+ regions worldwide.
</div>
</div>
<div class="feature-card">
<div class="card-icon">&#128274;</div>
<div class="card-title">Secure by Default</div>
<div class="card-desc">
SOC2 certified. End-to-end encryption. Role-based access out of the box.
</div>
</div>
<div class="feature-card">
<div class="card-icon">&#128268;</div>
<div class="card-title">Plug and Play</div>
<div class="card-desc">
200+ integrations. Connect your existing stack in minutes, not weeks.
</div>
</div>
<div class="feature-card">
<div class="card-icon">&#128200;</div>
<div class="card-title">Real-time Insights</div>
<div class="card-desc">
Live dashboards, anomaly detection, and AI-powered recommendations.
</div>
</div>
</div>
</div>
</section>
</canvas>
<!-- Dark mode panel (back) -->
<canvas
id="cap-dark"
layoutsubtree
width="1920"
height="1080"
style="
position: absolute;
top: 0;
left: 0;
width: 1920px;
height: 1080px;
z-index: -1;
pointer-events: none;
"
>
<section
class="panel dark"
id="panel-dark"
data-panel-start="0"
data-panel-duration="10"
style="width: 1920px; height: 1080px"
>
<div class="site-wrap">
<div class="topbar">
<div class="logo">HyperFrames</div>
<div class="nav">
<span>Docs</span>
<span>Catalog</span>
<span>GitHub</span>
<button class="nav-cta">Sign In</button>
</div>
</div>
<div class="hero">
<h1 class="hero-title">Write HTML<br />Render Video</h1>
<p class="hero-sub">
Ship faster with a platform that handles the hard parts. Analytics, infrastructure,
and developer tools — all in one place.
</p>
<button class="hero-btn">Start Creating</button>
</div>
<div class="cards-row">
<div class="feature-card">
<div class="card-icon">&#9889;</div>
<div class="card-title">Lightning Fast</div>
<div class="card-desc">
Sub-millisecond response times with edge deployment across 40+ regions worldwide.
</div>
</div>
<div class="feature-card">
<div class="card-icon">&#128274;</div>
<div class="card-title">Secure by Default</div>
<div class="card-desc">
SOC2 certified. End-to-end encryption. Role-based access out of the box.
</div>
</div>
<div class="feature-card">
<div class="card-icon">&#128268;</div>
<div class="card-title">Plug and Play</div>
<div class="card-desc">
200+ integrations. Connect your existing stack in minutes, not weeks.
</div>
</div>
<div class="feature-card">
<div class="card-icon">&#128200;</div>
<div class="card-title">Real-time Insights</div>
<div class="card-desc">
Live dashboards, anomaly detection, and AI-powered recommendations.
</div>
</div>
</div>
</div>
</section>
</canvas>
<!-- Three.js render target -->
<canvas
id="theater"
width="1920"
height="1080"
style="position: absolute; top: 0; left: 0; width: 1920px; height: 1080px"
></canvas>
<div id="error-overlay">
<h2>HTML-in-Canvas Required</h2>
<p>
This composition requires the experimental CanvasDrawElement API. Enable it in Chrome or
Brave:
</p>
<p><code>chrome://flags/#canvas-draw-element</code></p>
</div>
<!-- Driver clip for HyperFrames timeline sync -->
<div
id="driver"
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>
var theaterCanvas = document.getElementById("theater");
var W = 1920,
H = 1080;
// ── Feature Detection ──────────────────────────────────────────────
function isSupported() {
if (!("layoutSubtree" in document.createElement("canvas"))) return false;
var tc = document.createElement("canvas");
tc.setAttribute("layoutsubtree", "");
var ctx = tc.getContext("2d");
return ctx && typeof ctx.drawElementImage === "function";
}
if (!isSupported()) {
document.getElementById("error-overlay").classList.add("visible");
}
// ── Seeded PRNG (mulberry32) ───────────────────────────────────────
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;
};
}
var rng = mulberry32(42);
// ── Canvas Capture ─────────────────────────────────────────────────
var capLight = document.getElementById("cap-light");
var capDark = document.getElementById("cap-dark");
var ctxLight = capLight.getContext("2d");
var ctxDark = capDark.getContext("2d");
var panelLight = document.getElementById("panel-light");
var panelDark = document.getElementById("panel-dark");
function capturePanels() {
ctxLight.clearRect(0, 0, W, H);
ctxLight.drawElementImage(panelLight, 0, 0, W, H);
ctxDark.clearRect(0, 0, W, H);
ctxDark.drawElementImage(panelDark, 0, 0, W, H);
lightTexture.needsUpdate = true;
darkTexture.needsUpdate = true;
}
// ── Three.js Scene ─────────────────────────────────────────────────
var renderer = new THREE.WebGLRenderer({
canvas: theaterCanvas,
antialias: false,
alpha: false,
powerPreference: "high-performance",
preserveDrawingBuffer: true,
});
renderer.setSize(W, H, false);
renderer.setPixelRatio(1);
renderer.setClearColor(0x000000, 1);
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(50, W / H, 0.1, 100);
camera.position.set(0, 0, 2.8);
camera.lookAt(0, 0, 0);
// Calculate quad dimensions to fill the camera frustum at z=0
var vFov = (camera.fov * Math.PI) / 180;
var quadH = 2 * Math.tan(vFov / 2) * camera.position.z;
var quadW = quadH * (W / H);
// ── Textures from Captured Canvases ────────────────────────────────
var lightTexture = new THREE.CanvasTexture(capLight);
lightTexture.minFilter = THREE.LinearFilter;
lightTexture.magFilter = THREE.LinearFilter;
lightTexture.generateMipmaps = false;
var darkTexture = new THREE.CanvasTexture(capDark);
darkTexture.minFilter = THREE.LinearFilter;
darkTexture.magFilter = THREE.LinearFilter;
darkTexture.generateMipmaps = false;
// ── Back Quad: Dark Mode (sits behind) ─────────────────────────────
var darkGeo = new THREE.PlaneGeometry(quadW, quadH);
var darkMat = new THREE.MeshBasicMaterial({ map: darkTexture, side: THREE.FrontSide });
var darkQuad = new THREE.Mesh(darkGeo, darkMat);
darkQuad.position.z = -0.01;
scene.add(darkQuad);
// ── Front Quad: Light Mode with Portal Shader ──────────────────────
var portalUniforms = {
tLight: { value: lightTexture },
portalRadius: { value: 0.0 },
portalCenter: { value: new THREE.Vector2(0.5, 0.5) },
edgeWidth: { value: 0.06 },
glowColor: { value: new THREE.Vector3(0.486, 0.227, 0.929) },
glowColor2: { value: new THREE.Vector3(0.29, 0.565, 1.0) },
chromaticStrength: { value: 0.025 },
distortionStrength: { value: 0.04 },
time: { value: 0.0 },
energyIntensity: { value: 1.0 },
};
var portalVertShader = [
"varying vec2 vUv;",
"void main() {",
" vUv = uv;",
" gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);",
"}",
].join("\n");
var portalFragShader = [
"uniform sampler2D tLight;",
"uniform float portalRadius;",
"uniform vec2 portalCenter;",
"uniform float edgeWidth;",
"uniform vec3 glowColor;",
"uniform vec3 glowColor2;",
"uniform float chromaticStrength;",
"uniform float distortionStrength;",
"uniform float time;",
"uniform float energyIntensity;",
"varying vec2 vUv;",
"",
"float hash(vec2 p) {",
" return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);",
"}",
"",
"float noise(vec2 p) {",
" vec2 i = floor(p);",
" vec2 f = fract(p);",
" f = f * f * (3.0 - 2.0 * f);",
" float a = hash(i);",
" float b = hash(i + vec2(1.0, 0.0));",
" float c = hash(i + vec2(0.0, 1.0));",
" float d = hash(i + vec2(1.0, 1.0));",
" return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);",
"}",
"",
"void main() {",
" vec2 uv = vUv;",
" vec2 aspect = vec2(" + (W / H).toFixed(4) + ", 1.0);",
" vec2 centered = (uv - portalCenter) * aspect;",
" float dist = length(centered);",
"",
" // Noise-modulated edge for organic tear look",
" float angle = atan(centered.y, centered.x);",
" float edgeNoise = noise(vec2(angle * 3.0, time * 2.0)) * 0.03 * energyIntensity;",
" float portalEdge = portalRadius + edgeNoise;",
"",
" // Distortion near portal edge: warp UVs radially",
" float edgeDist = abs(dist - portalEdge);",
" float distortMask = smoothstep(edgeWidth * 1.5, 0.0, edgeDist) * distortionStrength;",
" vec2 distortDir = normalize(centered + 0.0001);",
" vec2 distortedUv = uv + distortDir * distortMask * sin(angle * 8.0 + time * 5.0);",
"",
" // Chromatic aberration near portal edge",
" float chromaMask = smoothstep(edgeWidth * 2.0, 0.0, edgeDist) * chromaticStrength;",
" vec2 chromaOffset = distortDir * chromaMask;",
" float r = texture2D(tLight, distortedUv + chromaOffset).r;",
" float g = texture2D(tLight, distortedUv).g;",
" float b = texture2D(tLight, distortedUv - chromaOffset).b;",
" vec3 lightColor = vec3(r, g, b);",
"",
" // Portal mask: inside = transparent (show dark behind), outside = light",
" float mask = smoothstep(portalEdge - 0.008, portalEdge + 0.008, dist);",
"",
" // Glow ring at portal edge",
" float glowInner = smoothstep(edgeWidth, 0.0, edgeDist);",
" float glowOuter = smoothstep(edgeWidth * 2.5, edgeWidth * 0.5, edgeDist);",
" float glow = glowInner * glowOuter * energyIntensity;",
"",
" // Animated color cycling along the ring",
" float colorPhase = fract(angle / 6.2832 + time * 0.4);",
" vec3 ringColor = mix(glowColor, glowColor2, sin(colorPhase * 6.2832) * 0.5 + 0.5);",
"",
" // Secondary energy sparks",
" float sparks = noise(vec2(angle * 12.0, time * 8.0));",
" sparks = pow(sparks, 4.0) * glowInner * energyIntensity * 2.0;",
"",
" vec3 finalColor = lightColor * mask;",
" finalColor += ringColor * glow * 2.5;",
" finalColor += vec3(1.0, 0.9, 1.0) * sparks;",
"",
" // When portal is large enough, alpha fades out completely",
" float alpha = mask + glow * 0.5 + sparks * 0.3;",
" alpha = clamp(alpha, 0.0, 1.0);",
"",
" gl_FragColor = vec4(finalColor, alpha);",
"}",
].join("\n");
var frontGeo = new THREE.PlaneGeometry(quadW, quadH);
var frontMat = new THREE.ShaderMaterial({
uniforms: portalUniforms,
vertexShader: portalVertShader,
fragmentShader: portalFragShader,
transparent: true,
side: THREE.FrontSide,
depthWrite: false,
});
var frontQuad = new THREE.Mesh(frontGeo, frontMat);
frontQuad.position.z = 0.0;
scene.add(frontQuad);
// ── Animation State ────────────────────────────────────────────────
var animState = {
portalRadius: 0.0,
cameraZ: 2.8,
energyIntensity: 0.0,
chromaticStrength: 0.0,
distortionStrength: 0.0,
edgeWidth: 0.06,
time: 0.0,
};
// ── GSAP Timeline ──────────────────────────────────────────────────
window.__timelines = window.__timelines || {};
var tl = gsap.timeline({ paused: true });
// Phase 1: Hold on light mode (0 - 1.5s)
// Subtle energy buildup at center before portal opens
tl.to(
animState,
{
energyIntensity: 0.3,
duration: 1.2,
ease: "power2.in",
},
0.3,
);
// Phase 2: Portal tears open (1.5 - 5.0s)
tl.to(
animState,
{
portalRadius: 0.85,
duration: 3.5,
ease: "power2.inOut",
},
1.5,
);
tl.to(
animState,
{
energyIntensity: 1.0,
duration: 0.6,
ease: "power3.out",
},
1.5,
);
tl.to(
animState,
{
chromaticStrength: 0.035,
duration: 2.0,
ease: "power2.in",
},
1.5,
);
tl.to(
animState,
{
distortionStrength: 0.06,
duration: 2.5,
ease: "power2.inOut",
},
1.5,
);
tl.to(
animState,
{
edgeWidth: 0.08,
duration: 2.0,
ease: "sine.inOut",
},
2.0,
);
// Phase 3: Camera pushes through portal (3.5 - 6.5s)
tl.to(
animState,
{
cameraZ: 1.4,
duration: 3.0,
ease: "power2.inOut",
},
3.5,
);
// Phase 4: Portal overshoots to cover full screen (5.0 - 7.0s)
tl.to(
animState,
{
portalRadius: 1.8,
duration: 2.0,
ease: "power3.in",
},
5.0,
);
// Energy peaks then fades as we emerge
tl.to(
animState,
{
energyIntensity: 1.5,
duration: 0.8,
ease: "power2.in",
},
5.0,
);
tl.to(
animState,
{
energyIntensity: 0.0,
duration: 1.2,
ease: "power2.out",
},
6.2,
);
// Chromatic aberration peaks during push-through
tl.to(
animState,
{
chromaticStrength: 0.06,
duration: 1.0,
ease: "power3.in",
},
5.5,
);
tl.to(
animState,
{
chromaticStrength: 0.0,
duration: 1.0,
ease: "power2.out",
},
6.8,
);
// Distortion fades
tl.to(
animState,
{
distortionStrength: 0.0,
duration: 1.0,
ease: "power2.out",
},
6.5,
);
// Phase 5: Settle in dark mode (7.0 - 10s)
// Camera eases to final position
tl.to(
animState,
{
cameraZ: 2.8,
duration: 2.5,
ease: "power2.out",
},
7.0,
);
// ── Render Loop via Timeline ───────────────────────────────────────
tl.to(
{ v: 0 },
{
v: 1,
duration: 10,
ease: "none",
onUpdate: function () {
var t = tl.time();
animState.time = t;
// Update portal shader uniforms
portalUniforms.portalRadius.value = animState.portalRadius;
portalUniforms.edgeWidth.value = animState.edgeWidth;
portalUniforms.chromaticStrength.value = animState.chromaticStrength;
portalUniforms.distortionStrength.value = animState.distortionStrength;
portalUniforms.time.value = t;
portalUniforms.energyIntensity.value = animState.energyIntensity;
// Update camera Z for push-through effect
camera.position.z = animState.cameraZ;
// Recalculate quad scale to always fill the view at current camera Z
var currentVFov = (camera.fov * Math.PI) / 180;
var currentH = 2 * Math.tan(currentVFov / 2) * camera.position.z;
var currentW = currentH * (W / H);
frontQuad.scale.set(currentW / quadW, currentH / quadH, 1);
darkQuad.scale.set(currentW / quadW, currentH / quadH, 1);
renderer.render(scene, camera);
},
},
0,
);
window.__timelines["portal-transition"] = tl;
// ── Deferred Init ──────────────────────────────────────────────────
setTimeout(function () {
if (isSupported()) {
capturePanels();
}
tl.seek(0);
}, 0);
</script>
</body>
</html>
```
</Accordion>
## Usage
After installing, add the block to your host composition:
```html
<div data-composition-id="vfx-portal" data-composition-src="compositions/vfx-portal.html" data-start="0" data-duration="10" data-track-index="1" data-width="1920" data-height="1080"></div>
```
{/* hf:generated-footer */}
Tagged `html-in-canvas` `webgl`.