mirror of
https://github.com/heygen-com/hyperframes.git
synced 2026-09-03 04:38:33 +00:00
feat: add @hyperframes/shader-transitions package (#251)
## Summary
New `@hyperframes/shader-transitions` package that encapsulates WebGL shader transitions into a single `HyperShader.init()` call. Replaces ~200 lines of per-composition boilerplate that LLMs failed to wire correctly 60% of the time.
### API
```js
var tl = HyperShader.init({
bgColor: "#0a0a1a",
accentColor: "#6366f1",
scenes: ["scene1", "scene2", "scene3", "scene4", "scene5"],
transitions: [
{ time: 7.2, shader: "cross-warp-morph", duration: 0.7 },
{ time: 15.2, shader: "domain-warp", duration: 0.7 },
]
});
tl.from("#s1-title", { y: 50, opacity: 0, duration: 0.7 }, 0.3);
```
### What the library handles
- **13 shader programs**: domain-warp, ridged-burn, whip-pan, sdf-iris, ripple-waves, gravitational-lens, cinematic-zoom, chromatic-split, glitch, swirl-vortex, thermal-distortion, cross-warp-morph, light-leak
- **html2canvas** bundled as dependency (not CDN) — single script tag for CLI users
- **DOM-during-holds**: canvas hidden between transitions, GSAP animations play on live DOM
- **Async capture with pause/resume**: timeline pauses during capture, resumes after textures uploaded — prevents progress tween from running ahead
- **Accent color theming**: `accentColor` derives dark/mid/bright uniforms. Burns, glows, leaks match the composition palette
- **Graceful degradation**: falls back silently when WebGL unavailable
### Code quality (from 3 review agents)
- No `!` non-null assertions — all WebGL creation calls throw on failure
- Vertex shader compiled once, cached across all programs
- Uniform/attribute locations cached per program via WeakMap (not looked up every frame)
- Captured canvases freed after texture upload (8MB each)
- Single timeline creation (was creating two, discarding one)
- Shared `tickShader()` render callback (was copy-pasted)
- `.finally()` for DOM restore in capture (was duplicated in `.then`/`.catch`)
- `parseHex` validates input (was silently producing NaN on invalid hex)
- Dead `ND`/`CP` shader library exports removed
### Shader-compatible CSS rules (transitions.md)
6 rules for compositions using shader transitions:
1. No `transparent` in gradients (canvas interpolates through black)
2. No gradient backgrounds on elements < 4px
3. No CSS variables on captured elements
4. `data-no-capture` for uncapturable decoratives
5. No gradient opacity < 0.15
6. Every `.scene` must have explicit `background-color` matching `bgColor`
### Build output
- IIFE (~214KB with html2canvas bundled, ~65KB gzipped) — `window.HyperShader`
- ESM + CJS + TypeScript declarations
- tsup build following `@hyperframes/player` conventions
## Test plan
- [ ] `bun run build` succeeds (includes shader-transitions)
- [ ] `bunx oxlint packages/shader-transitions/src/` — 0 errors
- [ ] Create a composition using `HyperShader.init()` — verify transitions fire, DOM animations play, accent colors match
- [ ] Test graceful degradation: composition works without WebGL (no transitions, no crash)
- [ ] Verify pause/resume: scrub to transition boundary — no jump in progress
🤖 Generated with [Claude Code](https://claude.com/claude-code)
This commit is contained in:
@@ -0,0 +1,37 @@
|
||||
{
|
||||
"name": "@hyperframes/shader-transitions",
|
||||
"version": "0.2.4",
|
||||
"description": "WebGL shader transitions for HyperFrames compositions",
|
||||
"repository": {
|
||||
"type": "git",
|
||||
"url": "https://github.com/heygen-com/hyperframes",
|
||||
"directory": "packages/shader-transitions"
|
||||
},
|
||||
"files": [
|
||||
"dist"
|
||||
],
|
||||
"type": "module",
|
||||
"main": "./src/index.ts",
|
||||
"types": "./src/index.ts",
|
||||
"exports": {
|
||||
".": {
|
||||
"types": "./src/index.ts",
|
||||
"script": "./dist/index.global.js",
|
||||
"import": "./src/index.ts",
|
||||
"require": "./dist/index.cjs"
|
||||
}
|
||||
},
|
||||
"scripts": {
|
||||
"build": "tsup",
|
||||
"typecheck": "tsc --noEmit",
|
||||
"test": "vitest run"
|
||||
},
|
||||
"dependencies": {
|
||||
"html2canvas": "^1.4.1"
|
||||
},
|
||||
"devDependencies": {
|
||||
"tsup": "^8.0.0",
|
||||
"typescript": "^5.0.0",
|
||||
"vitest": "^3.2.4"
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,70 @@
|
||||
import html2canvas from "html2canvas";
|
||||
|
||||
let patched = false;
|
||||
|
||||
function patchCreatePattern(): void {
|
||||
if (patched) return;
|
||||
patched = true;
|
||||
const orig = CanvasRenderingContext2D.prototype.createPattern;
|
||||
CanvasRenderingContext2D.prototype.createPattern = function (
|
||||
image: CanvasImageSource,
|
||||
repetition: string | null,
|
||||
): CanvasPattern | null {
|
||||
if (
|
||||
image &&
|
||||
"width" in image &&
|
||||
"height" in image &&
|
||||
((image as HTMLCanvasElement).width === 0 || (image as HTMLCanvasElement).height === 0)
|
||||
) {
|
||||
return null;
|
||||
}
|
||||
return orig.call(this, image, repetition);
|
||||
};
|
||||
}
|
||||
|
||||
export function initCapture(): void {
|
||||
patchCreatePattern();
|
||||
}
|
||||
|
||||
export function captureScene(sceneEl: HTMLElement, bgColor: string): Promise<HTMLCanvasElement> {
|
||||
return html2canvas(sceneEl, {
|
||||
width: 1920,
|
||||
height: 1080,
|
||||
scale: 1,
|
||||
backgroundColor: bgColor,
|
||||
logging: false,
|
||||
ignoreElements: (el: Element) => el.tagName === "CANVAS" || el.hasAttribute("data-no-capture"),
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Capture the incoming scene with .scene-content hidden (background + decoratives only).
|
||||
* Shows the scene behind the outgoing scene via z-index, waits 2 rAFs for font rendering,
|
||||
* captures, then restores.
|
||||
*/
|
||||
export function captureIncomingScene(
|
||||
toScene: HTMLElement,
|
||||
bgColor: string,
|
||||
): Promise<HTMLCanvasElement> {
|
||||
return new Promise<HTMLCanvasElement>((resolve, reject) => {
|
||||
const origZ = toScene.style.zIndex;
|
||||
const origOpacity = toScene.style.opacity;
|
||||
toScene.style.zIndex = "-1";
|
||||
toScene.style.opacity = "1";
|
||||
|
||||
const contentEl = toScene.querySelector<HTMLElement>(".scene-content");
|
||||
if (contentEl) contentEl.style.visibility = "hidden";
|
||||
|
||||
const restore = () => {
|
||||
if (contentEl) contentEl.style.visibility = "";
|
||||
toScene.style.opacity = origOpacity;
|
||||
toScene.style.zIndex = origZ;
|
||||
};
|
||||
|
||||
requestAnimationFrame(() => {
|
||||
requestAnimationFrame(() => {
|
||||
captureScene(toScene, bgColor).then(resolve, reject).finally(restore);
|
||||
});
|
||||
});
|
||||
});
|
||||
}
|
||||
@@ -0,0 +1,261 @@
|
||||
import {
|
||||
createContext,
|
||||
setupQuad,
|
||||
createProgram,
|
||||
createTexture,
|
||||
uploadTexture,
|
||||
renderShader,
|
||||
WIDTH,
|
||||
HEIGHT,
|
||||
type AccentColors,
|
||||
} from "./webgl.js";
|
||||
import { getFragSource, type ShaderName } from "./shaders/registry.js";
|
||||
import { initCapture, captureScene, captureIncomingScene } from "./capture.js";
|
||||
|
||||
declare const gsap: {
|
||||
timeline: (opts: Record<string, unknown>) => GsapTimeline;
|
||||
};
|
||||
|
||||
interface GsapTimeline {
|
||||
paused: () => boolean;
|
||||
play: () => GsapTimeline;
|
||||
pause: () => GsapTimeline;
|
||||
call: (fn: () => void, args: null, position: number) => GsapTimeline;
|
||||
to: (
|
||||
target: Record<string, unknown>,
|
||||
vars: Record<string, unknown>,
|
||||
position: number,
|
||||
) => GsapTimeline;
|
||||
set: (target: string, vars: Record<string, unknown>, position?: number) => GsapTimeline;
|
||||
from: (target: string, vars: Record<string, unknown>, position?: number) => GsapTimeline;
|
||||
fromTo: (
|
||||
target: string,
|
||||
from: Record<string, unknown>,
|
||||
to: Record<string, unknown>,
|
||||
position?: number,
|
||||
) => GsapTimeline;
|
||||
[key: string]: unknown;
|
||||
}
|
||||
|
||||
export interface TransitionConfig {
|
||||
time: number;
|
||||
shader: ShaderName;
|
||||
duration?: number;
|
||||
ease?: string;
|
||||
}
|
||||
|
||||
export interface HyperShaderConfig {
|
||||
bgColor: string;
|
||||
accentColor?: string;
|
||||
scenes: string[];
|
||||
transitions: TransitionConfig[];
|
||||
timeline?: GsapTimeline;
|
||||
compositionId?: string;
|
||||
}
|
||||
|
||||
interface TransState {
|
||||
active: boolean;
|
||||
prog: WebGLProgram | null;
|
||||
fromId: string;
|
||||
toId: string;
|
||||
progress: number;
|
||||
}
|
||||
|
||||
function parseHex(hex: string): [number, number, number] {
|
||||
const h = hex.replace("#", "");
|
||||
if (h.length < 6) return [0.5, 0.5, 0.5];
|
||||
const r = parseInt(h.slice(0, 2), 16) / 255;
|
||||
const g = parseInt(h.slice(2, 4), 16) / 255;
|
||||
const b = parseInt(h.slice(4, 6), 16) / 255;
|
||||
if (Number.isNaN(r) || Number.isNaN(g) || Number.isNaN(b)) return [0.5, 0.5, 0.5];
|
||||
return [r, g, b];
|
||||
}
|
||||
|
||||
function deriveAccentColors(hex: string): AccentColors {
|
||||
const [r, g, b] = parseHex(hex);
|
||||
return {
|
||||
accent: [r, g, b],
|
||||
dark: [r * 0.35, g * 0.35, b * 0.35],
|
||||
bright: [Math.min(1, r * 1.5 + 0.2), Math.min(1, g * 1.5 + 0.2), Math.min(1, b * 1.5 + 0.2)],
|
||||
};
|
||||
}
|
||||
|
||||
export function init(config: HyperShaderConfig): GsapTimeline {
|
||||
const { bgColor, scenes, transitions } = config;
|
||||
|
||||
const accentColors: AccentColors = config.accentColor
|
||||
? deriveAccentColors(config.accentColor)
|
||||
: { accent: [1, 0.6, 0.2], dark: [0.4, 0.15, 0], bright: [1, 0.85, 0.5] };
|
||||
|
||||
const root = document.querySelector<HTMLElement>("[data-composition-id]");
|
||||
const compId = config.compositionId || root?.getAttribute("data-composition-id") || "main";
|
||||
|
||||
const state: TransState = {
|
||||
active: false,
|
||||
prog: null,
|
||||
fromId: "",
|
||||
toId: "",
|
||||
progress: 0,
|
||||
};
|
||||
|
||||
let glCanvas = document.getElementById("gl-canvas") as HTMLCanvasElement | null;
|
||||
if (!glCanvas) {
|
||||
glCanvas = document.createElement("canvas");
|
||||
glCanvas.id = "gl-canvas";
|
||||
glCanvas.width = WIDTH;
|
||||
glCanvas.height = HEIGHT;
|
||||
glCanvas.style.cssText = `position:absolute;top:0;left:0;width:${WIDTH}px;height:${HEIGHT}px;z-index:100;pointer-events:none;display:none;`;
|
||||
(root || document.body).appendChild(glCanvas);
|
||||
}
|
||||
|
||||
const gl = createContext(glCanvas);
|
||||
if (!gl) {
|
||||
console.warn("[HyperShader] WebGL unavailable — shader transitions disabled.");
|
||||
const fallback = config.timeline || gsap.timeline({ paused: true });
|
||||
registerTimeline(compId, fallback, config.timeline);
|
||||
return fallback;
|
||||
}
|
||||
|
||||
const quadBuf = setupQuad(gl);
|
||||
|
||||
const programs = new Map<string, WebGLProgram>();
|
||||
for (const t of transitions) {
|
||||
if (!programs.has(t.shader)) {
|
||||
try {
|
||||
programs.set(t.shader, createProgram(gl, getFragSource(t.shader)));
|
||||
} catch (e) {
|
||||
console.error(`[HyperShader] Failed to compile "${t.shader}":`, e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const textures = new Map<string, WebGLTexture>();
|
||||
for (const id of scenes) {
|
||||
textures.set(id, createTexture(gl));
|
||||
}
|
||||
|
||||
const tickShader = () => {
|
||||
if (state.active && state.prog) {
|
||||
const fromTex = textures.get(state.fromId);
|
||||
const toTex = textures.get(state.toId);
|
||||
if (fromTex && toTex) {
|
||||
renderShader(gl, quadBuf, state.prog, fromTex, toTex, state.progress, accentColors);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
let tl: GsapTimeline;
|
||||
if (config.timeline) {
|
||||
tl = config.timeline;
|
||||
const duration = Number(root?.getAttribute("data-duration") || "40");
|
||||
tl.to({ t: 0 }, { t: 1, duration, ease: "none", onUpdate: tickShader }, 0);
|
||||
} else {
|
||||
tl = gsap.timeline({ paused: true, onUpdate: tickShader });
|
||||
}
|
||||
|
||||
initCapture();
|
||||
glCanvas.style.display = "none";
|
||||
|
||||
const canvasEl = glCanvas;
|
||||
|
||||
for (let i = 0; i < transitions.length; i++) {
|
||||
const t = transitions[i];
|
||||
const fromId = scenes[i];
|
||||
const toId = scenes[i + 1];
|
||||
if (!fromId || !toId) continue;
|
||||
|
||||
const prog = programs.get(t.shader);
|
||||
if (!prog) continue;
|
||||
|
||||
const dur = t.duration ?? 0.7;
|
||||
const ease = t.ease ?? "power2.inOut";
|
||||
const T = t.time;
|
||||
|
||||
// Pause timeline during async capture to prevent the progress tween
|
||||
// from running ahead. Resume once textures are uploaded.
|
||||
tl.call(
|
||||
() => {
|
||||
const fromScene = document.getElementById(fromId);
|
||||
const toScene = document.getElementById(toId);
|
||||
if (!fromScene || !toScene) return;
|
||||
|
||||
const wasPlaying = !tl.paused();
|
||||
if (wasPlaying) tl.pause();
|
||||
|
||||
captureScene(fromScene, bgColor)
|
||||
.then((fromCanvas) => {
|
||||
const fromTex = textures.get(fromId);
|
||||
if (fromTex) uploadTexture(gl, fromTex, fromCanvas);
|
||||
return captureIncomingScene(toScene, bgColor);
|
||||
})
|
||||
.then((toCanvas) => {
|
||||
const toTex = textures.get(toId);
|
||||
if (toTex) uploadTexture(gl, toTex, toCanvas);
|
||||
|
||||
document.querySelectorAll<HTMLElement>(".scene").forEach((s) => {
|
||||
s.style.opacity = "0";
|
||||
});
|
||||
canvasEl.style.display = "block";
|
||||
state.prog = prog;
|
||||
state.fromId = fromId;
|
||||
state.toId = toId;
|
||||
state.progress = 0;
|
||||
state.active = true;
|
||||
|
||||
if (wasPlaying) tl.play();
|
||||
})
|
||||
.catch((e) => {
|
||||
console.warn("[HyperShader] Capture failed, falling back to hard cut:", e);
|
||||
document.querySelectorAll<HTMLElement>(".scene").forEach((s) => {
|
||||
s.style.opacity = "0";
|
||||
});
|
||||
const scene = document.getElementById(toId);
|
||||
if (scene) scene.style.opacity = "1";
|
||||
if (wasPlaying) tl.play();
|
||||
});
|
||||
},
|
||||
null,
|
||||
T,
|
||||
);
|
||||
|
||||
const proxy = { p: 0 };
|
||||
tl.to(
|
||||
proxy,
|
||||
{
|
||||
p: 1,
|
||||
duration: dur,
|
||||
ease,
|
||||
onUpdate: () => {
|
||||
state.progress = proxy.p;
|
||||
},
|
||||
},
|
||||
T,
|
||||
);
|
||||
|
||||
tl.call(
|
||||
() => {
|
||||
state.active = false;
|
||||
canvasEl.style.display = "none";
|
||||
const scene = document.getElementById(toId);
|
||||
if (scene) scene.style.opacity = "1";
|
||||
},
|
||||
null,
|
||||
T + dur,
|
||||
);
|
||||
}
|
||||
|
||||
registerTimeline(compId, tl, config.timeline);
|
||||
return tl;
|
||||
}
|
||||
|
||||
function registerTimeline(
|
||||
compId: string,
|
||||
tl: GsapTimeline,
|
||||
provided: GsapTimeline | undefined,
|
||||
): void {
|
||||
if (!provided) {
|
||||
const w = window as unknown as { __timelines: Record<string, unknown> };
|
||||
w.__timelines = w.__timelines || {};
|
||||
w.__timelines[compId] = tl;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
export { init, type HyperShaderConfig, type TransitionConfig } from "./hyper-shader.js";
|
||||
export { SHADER_NAMES, type ShaderName } from "./shaders/registry.js";
|
||||
@@ -0,0 +1,26 @@
|
||||
/** Vertex shader — flips Y for WebGL coordinate system */
|
||||
export const vertSrc =
|
||||
"attribute vec2 a_pos; varying vec2 v_uv; void main(){" +
|
||||
"v_uv=a_pos*0.5+0.5; v_uv.y=1.0-v_uv.y; gl_Position=vec4(a_pos,0,1);}";
|
||||
|
||||
/** Shared uniform header — every fragment shader starts with this */
|
||||
export const H =
|
||||
"precision mediump float;" +
|
||||
"varying vec2 v_uv;" +
|
||||
"uniform sampler2D u_from, u_to;" +
|
||||
"uniform float u_progress;" +
|
||||
"uniform vec2 u_resolution;" +
|
||||
"uniform vec3 u_accent;" +
|
||||
"uniform vec3 u_accent_dark;" +
|
||||
"uniform vec3 u_accent_bright;\n";
|
||||
|
||||
/** Quintic C2 noise + inter-octave rotation FBM */
|
||||
export const NQ =
|
||||
"float hash(vec2 p){return fract(sin(dot(p,vec2(127.1,311.7)))*43758.5453);}" +
|
||||
"float vnoise(vec2 p){vec2 i=floor(p),f=fract(p);" +
|
||||
"f=f*f*f*(f*(f*6.-15.)+10.);" +
|
||||
"return mix(mix(hash(i),hash(i+vec2(1,0)),f.x)," +
|
||||
"mix(hash(i+vec2(0,1)),hash(i+vec2(1,1)),f.x),f.y);}" +
|
||||
"float fbm(vec2 p){float v=0.,a=.5;" +
|
||||
"mat2 R=mat2(.8,.6,-.6,.8);" +
|
||||
"for(int i=0;i<5;i++){v+=a*vnoise(p);p=R*p*2.02;a*=.5;}return v;}";
|
||||
@@ -0,0 +1,249 @@
|
||||
import { H, NQ } from "./common.js";
|
||||
|
||||
interface ShaderDef {
|
||||
frag: string;
|
||||
}
|
||||
|
||||
const shaders: Record<string, ShaderDef> = {
|
||||
"domain-warp": {
|
||||
frag:
|
||||
H +
|
||||
NQ +
|
||||
"void main(){" +
|
||||
"vec2 q=vec2(fbm(v_uv*3.),fbm(v_uv*3.+vec2(5.2,1.3)));" +
|
||||
"vec2 r=vec2(fbm(v_uv*3.+q*4.+vec2(1.7,9.2)),fbm(v_uv*3.+q*4.+vec2(8.3,2.8)));" +
|
||||
"float n=fbm(v_uv*3.+r*2.);" +
|
||||
"vec2 warpDir=(q-.5)*.4;" +
|
||||
"vec4 A=texture2D(u_from,clamp(v_uv+warpDir*u_progress,0.,1.));" +
|
||||
"vec4 B=texture2D(u_to,clamp(v_uv-warpDir*(1.-u_progress),0.,1.));" +
|
||||
"float e=smoothstep(u_progress-.08,u_progress+.08,n);" +
|
||||
"float ed=abs(n-u_progress);" +
|
||||
"float em=smoothstep(.1,0.,ed)*(1.-step(1.,u_progress));" +
|
||||
"vec3 ec=mix(u_accent_dark,u_accent_bright,smoothstep(0.,.1,ed));" +
|
||||
"gl_FragColor=vec4(mix(B,A,e).rgb+ec*em*2.,1.);}",
|
||||
},
|
||||
|
||||
"ridged-burn": {
|
||||
frag:
|
||||
H +
|
||||
NQ +
|
||||
"float ridged(vec2 p){float v=0.,a=.5;mat2 R=mat2(.8,.6,-.6,.8);" +
|
||||
"for(int i=0;i<5;i++){v+=a*abs(vnoise(p)*2.-1.);p=R*p*2.02;a*=.5;}return v;}" +
|
||||
"void main(){vec4 A=texture2D(u_from,v_uv),B=texture2D(u_to,v_uv);" +
|
||||
"float n=ridged(v_uv*4.);" +
|
||||
"float e=smoothstep(u_progress-.04,u_progress+.04,n);" +
|
||||
"float heat=smoothstep(.12,0.,abs(n-u_progress))*(1.-step(1.,u_progress));" +
|
||||
"vec3 burn=mix(u_accent_dark,u_accent,smoothstep(0.,.25,heat));" +
|
||||
"burn=mix(burn,u_accent_bright,smoothstep(.25,.5,heat));" +
|
||||
"burn=mix(burn,vec3(1),smoothstep(.5,1.,heat));" +
|
||||
"float sparks=step(.92,vnoise(v_uv*80.))*heat*3.;" +
|
||||
"gl_FragColor=vec4(mix(B,A,e).rgb+burn*heat*3.5+u_accent_bright*sparks,1.);}",
|
||||
},
|
||||
|
||||
"whip-pan": {
|
||||
frag:
|
||||
H +
|
||||
"void main(){" +
|
||||
"float fromOff=u_progress*1.5;vec3 fromC=vec3(0.);" +
|
||||
"for(int i=0;i<10;i++){float f=float(i)/10.;" +
|
||||
"vec2 fuv=vec2(v_uv.x+fromOff+u_progress*.08*f,v_uv.y);" +
|
||||
"fromC+=texture2D(u_from,clamp(fuv,0.,1.)).rgb;}fromC/=10.;" +
|
||||
"float toOff=(1.-u_progress)*1.5;vec3 toC=vec3(0.);" +
|
||||
"for(int i=0;i<10;i++){float f=float(i)/10.;" +
|
||||
"vec2 tuv=vec2(v_uv.x-toOff-(1.-u_progress)*.08*f,v_uv.y);" +
|
||||
"toC+=texture2D(u_to,clamp(tuv,0.,1.)).rgb;}toC/=10.;" +
|
||||
"gl_FragColor=vec4(mix(fromC,toC,u_progress),1.);}",
|
||||
},
|
||||
|
||||
"sdf-iris": {
|
||||
frag:
|
||||
H +
|
||||
"void main(){vec4 A=texture2D(u_from,v_uv),B=texture2D(u_to,v_uv);" +
|
||||
"vec2 uv=(v_uv-.5)*vec2(u_resolution.x/u_resolution.y,1.);" +
|
||||
"float d=length(uv);float radius=u_progress*1.2;float fw=.003;" +
|
||||
"float edge=smoothstep(radius+fw,radius-fw,d);" +
|
||||
"float ring1=exp(-abs(d-radius)*25.);" +
|
||||
"float ring2=exp(-abs(d-radius+.04)*20.)*.5;" +
|
||||
"float ring3=exp(-abs(d-radius+.08)*15.)*.25;" +
|
||||
"float glow=(ring1+ring2+ring3)*u_progress*(1.-u_progress)*4.;" +
|
||||
"gl_FragColor=vec4(mix(A,B,edge).rgb+u_accent_bright*glow*.6,1.);}",
|
||||
},
|
||||
|
||||
"ripple-waves": {
|
||||
frag:
|
||||
H +
|
||||
"void main(){vec2 uv=v_uv-.5;float dist=length(uv);vec2 dir=normalize(uv+.001);" +
|
||||
"float fromAmp=u_progress*.04;" +
|
||||
"float fw1=exp(sin(dist*25.-u_progress*12.)-1.);" +
|
||||
"float fw2=exp(sin(dist*50.-u_progress*18.)-1.)*.5;" +
|
||||
"vec2 fromUv=clamp(v_uv+dir*(fw1+fw2)*fromAmp,0.,1.);" +
|
||||
"float toAmp=(1.-u_progress)*.04;" +
|
||||
"float tw1=exp(sin(dist*25.+u_progress*12.)-1.);" +
|
||||
"float tw2=exp(sin(dist*50.+u_progress*18.)-1.)*.5;" +
|
||||
"vec2 toUv=clamp(v_uv-dir*(tw1+tw2)*toAmp,0.,1.);" +
|
||||
"vec4 A=texture2D(u_from,fromUv);vec4 B=texture2D(u_to,toUv);" +
|
||||
"float peak=fw1*u_progress;vec3 tint=u_accent_bright*peak*.1;" +
|
||||
"gl_FragColor=vec4(mix(A.rgb+tint,B.rgb,u_progress),1.);}",
|
||||
},
|
||||
|
||||
"gravitational-lens": {
|
||||
frag:
|
||||
H +
|
||||
"void main(){vec4 B=texture2D(u_to,v_uv);" +
|
||||
"vec2 uv=v_uv-.5;float dist=length(uv);float pull=u_progress*2.;" +
|
||||
"float warpStr=pull*.3/(dist+.1);" +
|
||||
"vec2 warped=clamp(v_uv-uv*warpStr,0.,1.);" +
|
||||
"vec4 A=texture2D(u_from,warped);" +
|
||||
"float horizon=smoothstep(0.,.3,dist/(1.-u_progress*.85+.001));" +
|
||||
"float shift=pull*.02/(dist+.2);" +
|
||||
"float r=texture2D(u_from,clamp(v_uv-uv*(warpStr+shift),0.,1.)).r;" +
|
||||
"float b=texture2D(u_from,clamp(v_uv-uv*(warpStr-shift),0.,1.)).b;" +
|
||||
"vec3 lensed=vec3(r,A.g,b)*horizon;" +
|
||||
"gl_FragColor=vec4(mix(lensed,B.rgb,smoothstep(.3,.9,u_progress)),1.);}",
|
||||
},
|
||||
|
||||
"cinematic-zoom": {
|
||||
frag:
|
||||
H +
|
||||
"void main(){vec2 d=v_uv-vec2(.5);" +
|
||||
"float fromS=u_progress*.08;float toS=(1.-u_progress)*.06;" +
|
||||
"float fr=0.,fg=0.,fb=0.;" +
|
||||
"for(int i=0;i<12;i++){float f=float(i)/12.;" +
|
||||
"fr+=texture2D(u_from,v_uv-d*(fromS*1.06)*f).r;" +
|
||||
"fg+=texture2D(u_from,v_uv-d*fromS*f).g;" +
|
||||
"fb+=texture2D(u_from,v_uv-d*(fromS*.94)*f).b;}" +
|
||||
"vec3 fromBl=vec3(fr,fg,fb)/12.;" +
|
||||
"float tr=0.,tg=0.,tb=0.;" +
|
||||
"for(int i=0;i<12;i++){float f=float(i)/12.;" +
|
||||
"tr+=texture2D(u_to,v_uv+d*(toS*1.06)*f).r;" +
|
||||
"tg+=texture2D(u_to,v_uv+d*toS*f).g;" +
|
||||
"tb+=texture2D(u_to,v_uv+d*(toS*.94)*f).b;}" +
|
||||
"vec3 toBl=vec3(tr,tg,tb)/12.;" +
|
||||
"gl_FragColor=vec4(mix(fromBl,toBl,u_progress),1.);}",
|
||||
},
|
||||
|
||||
"chromatic-split": {
|
||||
frag:
|
||||
H +
|
||||
"void main(){vec2 c=v_uv-.5;" +
|
||||
"float fromShift=u_progress*.06;" +
|
||||
"float fr=texture2D(u_from,clamp(v_uv+c*fromShift,0.,1.)).r;" +
|
||||
"float fg=texture2D(u_from,v_uv).g;" +
|
||||
"float fb=texture2D(u_from,clamp(v_uv-c*fromShift,0.,1.)).b;" +
|
||||
"vec3 fromSplit=vec3(fr,fg,fb);" +
|
||||
"float toShift=(1.-u_progress)*.06;" +
|
||||
"float tr=texture2D(u_to,clamp(v_uv-c*toShift,0.,1.)).r;" +
|
||||
"float tg=texture2D(u_to,v_uv).g;" +
|
||||
"float tb=texture2D(u_to,clamp(v_uv+c*toShift,0.,1.)).b;" +
|
||||
"vec3 toSplit=vec3(tr,tg,tb);" +
|
||||
"gl_FragColor=vec4(mix(fromSplit,toSplit,u_progress),1.);}",
|
||||
},
|
||||
|
||||
glitch: {
|
||||
frag:
|
||||
H +
|
||||
"float rand(vec2 co){return fract(sin(dot(co,vec2(12.9898,78.233)))*43758.5453);}" +
|
||||
"void main(){float inten=u_progress*(1.-u_progress)*4.;" +
|
||||
"float lineY=floor(v_uv.y*60.)/60.;" +
|
||||
"float lineDisp=(rand(vec2(lineY,floor(u_progress*17.)))-.5)*.18*inten;" +
|
||||
"vec2 block=floor(v_uv*vec2(12.,8.));" +
|
||||
"float br=rand(block+vec2(floor(u_progress*11.)));" +
|
||||
"float ba=step(.83,br)*inten;" +
|
||||
"vec2 bd=(vec2(rand(block*2.1),rand(block*3.7))-.5)*.35*ba;" +
|
||||
"vec2 uv=clamp(v_uv+vec2(lineDisp,0.)+bd,0.,1.);" +
|
||||
"float shift=inten*.035;" +
|
||||
"float r=texture2D(u_from,uv+vec2(shift,0.)).r;" +
|
||||
"float g=texture2D(u_from,uv).g;" +
|
||||
"float b=texture2D(u_from,uv-vec2(shift,0.)).b;" +
|
||||
"vec3 col=vec3(r,g,b);" +
|
||||
"col-=step(.5,fract(v_uv.y*u_resolution.y*.5))*.05*inten;" +
|
||||
"col*=1.+(rand(vec2(floor(u_progress*23.)))-.5)*.3*inten;" +
|
||||
"float levels=mix(256.,8.,inten*.5);" +
|
||||
"col=floor(col*levels)/levels;" +
|
||||
"gl_FragColor=mix(vec4(col,1.),texture2D(u_to,v_uv),u_progress);}",
|
||||
},
|
||||
|
||||
"swirl-vortex": {
|
||||
frag:
|
||||
H +
|
||||
NQ +
|
||||
"void main(){vec2 uv=v_uv-.5;float dist=length(uv);" +
|
||||
"float warp=fbm(v_uv*4.)*.5;" +
|
||||
"float fromAng=u_progress*(1.-dist)*10.+warp*u_progress*3.;" +
|
||||
"float fs=sin(fromAng),fc=cos(fromAng);" +
|
||||
"vec2 fromUv=clamp(vec2(uv.x*fc-uv.y*fs,uv.x*fs+uv.y*fc)+.5,0.,1.);" +
|
||||
"float toAng=-(1.-u_progress)*(1.-dist)*10.-warp*(1.-u_progress)*3.;" +
|
||||
"float ts=sin(toAng),tc=cos(toAng);" +
|
||||
"vec2 toUv=clamp(vec2(uv.x*tc-uv.y*ts,uv.x*ts+uv.y*tc)+.5,0.,1.);" +
|
||||
"vec4 A=texture2D(u_from,fromUv);vec4 B=texture2D(u_to,toUv);" +
|
||||
"gl_FragColor=mix(A,B,u_progress);}",
|
||||
},
|
||||
|
||||
"thermal-distortion": {
|
||||
frag:
|
||||
H +
|
||||
NQ +
|
||||
"void main(){float heat=u_progress*1.5;" +
|
||||
"float yFade=smoothstep(1.,0.,v_uv.y);" +
|
||||
"float shimmer=sin(v_uv.y*40.+fbm(v_uv*6.)*8.)*fbm(v_uv*3.+vec2(0.,u_progress*2.));" +
|
||||
"float dispX=shimmer*heat*.03*yFade;" +
|
||||
"vec2 fromUv=clamp(v_uv+vec2(dispX,0.),0.,1.);" +
|
||||
"vec4 A=texture2D(u_from,fromUv);" +
|
||||
"float invShimmer=sin(v_uv.y*40.+fbm(v_uv*6.+3.)*8.)*fbm(v_uv*3.+vec2(3.,u_progress*2.));" +
|
||||
"float dispX2=invShimmer*(1.-u_progress)*.03*yFade;" +
|
||||
"vec2 toUv=clamp(v_uv+vec2(dispX2,0.),0.,1.);" +
|
||||
"vec4 B=texture2D(u_to,toUv);" +
|
||||
"float haze=heat*yFade*.15*(1.-u_progress);" +
|
||||
"gl_FragColor=vec4(mix(A.rgb,B.rgb,u_progress)+u_accent_bright*haze,1.);}",
|
||||
},
|
||||
|
||||
"flash-through-white": {
|
||||
frag:
|
||||
H +
|
||||
"void main(){vec4 A=texture2D(u_from,v_uv),B=texture2D(u_to,v_uv);" +
|
||||
"float toWhite=smoothstep(0.,.45,u_progress);" +
|
||||
"vec3 fromC=mix(A.rgb,vec3(1.),toWhite);" +
|
||||
"float fromWhite=1.-smoothstep(.5,1.,u_progress);" +
|
||||
"vec3 toC=mix(B.rgb,vec3(1.),fromWhite);" +
|
||||
"gl_FragColor=vec4(mix(fromC,toC,smoothstep(.35,.65,u_progress)),1.);}",
|
||||
},
|
||||
|
||||
"cross-warp-morph": {
|
||||
frag:
|
||||
H +
|
||||
NQ +
|
||||
"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);}",
|
||||
},
|
||||
|
||||
"light-leak": {
|
||||
frag:
|
||||
H +
|
||||
"vec3 aces(vec3 x){return clamp((x*(2.51*x+.03))/(x*(2.43*x+.59)+.14),0.,1.);}" +
|
||||
"void main(){vec4 A=texture2D(u_from,v_uv),B=texture2D(u_to,v_uv);" +
|
||||
"vec2 lp=vec2(1.3,-.2);float dist=length(v_uv-lp);" +
|
||||
"float leak=clamp(exp(-dist*1.8)*u_progress*4.,0.,1.);" +
|
||||
"vec3 warmColor=mix(u_accent,u_accent_bright,dist*.7);" +
|
||||
"float flare=exp(-abs(v_uv.y-(-.2+v_uv.x*.3))*15.)*leak*.3;" +
|
||||
"vec3 overexposed=A.rgb+warmColor*leak*3.+u_accent_bright*flare;" +
|
||||
"overexposed=aces(overexposed);" +
|
||||
"gl_FragColor=vec4(mix(overexposed,B.rgb,smoothstep(.15,.85,u_progress)),1.);}",
|
||||
},
|
||||
};
|
||||
|
||||
export type ShaderName = keyof typeof shaders;
|
||||
export const SHADER_NAMES = Object.keys(shaders) as ShaderName[];
|
||||
|
||||
export function getFragSource(name: string): string {
|
||||
const def = shaders[name];
|
||||
if (!def)
|
||||
throw new Error(
|
||||
`[HyperShader] Unknown shader: "${name}". Available: ${SHADER_NAMES.join(", ")}`,
|
||||
);
|
||||
return def.frag;
|
||||
}
|
||||
@@ -0,0 +1,137 @@
|
||||
import { vertSrc } from "./shaders/common.js";
|
||||
|
||||
export const WIDTH = 1920;
|
||||
export const HEIGHT = 1080;
|
||||
|
||||
export function createContext(canvas: HTMLCanvasElement): WebGLRenderingContext | null {
|
||||
const gl = canvas.getContext("webgl", { preserveDrawingBuffer: true });
|
||||
if (!gl) return null;
|
||||
gl.viewport(0, 0, WIDTH, HEIGHT);
|
||||
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);
|
||||
return gl as WebGLRenderingContext;
|
||||
}
|
||||
|
||||
export function setupQuad(gl: WebGLRenderingContext): WebGLBuffer {
|
||||
const buf = gl.createBuffer();
|
||||
if (!buf) throw new Error("[HyperShader] Failed to create quad buffer");
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
|
||||
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]), gl.STATIC_DRAW);
|
||||
return buf;
|
||||
}
|
||||
|
||||
let cachedVertexShader: WebGLShader | null = null;
|
||||
|
||||
function compileShader(gl: WebGLRenderingContext, src: string, type: number): WebGLShader {
|
||||
const s = gl.createShader(type);
|
||||
if (!s) throw new Error("[HyperShader] Failed to create shader");
|
||||
gl.shaderSource(s, src);
|
||||
gl.compileShader(s);
|
||||
if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) {
|
||||
throw new Error(`[HyperShader] Shader compile: ${gl.getShaderInfoLog(s) || "unknown"}`);
|
||||
}
|
||||
return s;
|
||||
}
|
||||
|
||||
export function createProgram(gl: WebGLRenderingContext, fragSrc: string): WebGLProgram {
|
||||
if (!cachedVertexShader) {
|
||||
cachedVertexShader = compileShader(gl, vertSrc, gl.VERTEX_SHADER);
|
||||
}
|
||||
const p = gl.createProgram();
|
||||
if (!p) throw new Error("[HyperShader] Failed to create program");
|
||||
gl.attachShader(p, cachedVertexShader);
|
||||
gl.attachShader(p, compileShader(gl, fragSrc, gl.FRAGMENT_SHADER));
|
||||
gl.linkProgram(p);
|
||||
if (!gl.getProgramParameter(p, gl.LINK_STATUS)) {
|
||||
throw new Error(`[HyperShader] Program link: ${gl.getProgramInfoLog(p) || "unknown"}`);
|
||||
}
|
||||
return p;
|
||||
}
|
||||
|
||||
export interface AccentColors {
|
||||
accent: [number, number, number];
|
||||
dark: [number, number, number];
|
||||
bright: [number, number, number];
|
||||
}
|
||||
|
||||
interface ProgramLocations {
|
||||
from: WebGLUniformLocation | null;
|
||||
to: WebGLUniformLocation | null;
|
||||
progress: WebGLUniformLocation | null;
|
||||
resolution: WebGLUniformLocation | null;
|
||||
accent: WebGLUniformLocation | null;
|
||||
accentDark: WebGLUniformLocation | null;
|
||||
accentBright: WebGLUniformLocation | null;
|
||||
aPos: number;
|
||||
}
|
||||
|
||||
const locationsCache = new WeakMap<WebGLProgram, ProgramLocations>();
|
||||
|
||||
function getLocations(gl: WebGLRenderingContext, prog: WebGLProgram): ProgramLocations {
|
||||
let loc = locationsCache.get(prog);
|
||||
if (loc) return loc;
|
||||
loc = {
|
||||
from: gl.getUniformLocation(prog, "u_from"),
|
||||
to: gl.getUniformLocation(prog, "u_to"),
|
||||
progress: gl.getUniformLocation(prog, "u_progress"),
|
||||
resolution: gl.getUniformLocation(prog, "u_resolution"),
|
||||
accent: gl.getUniformLocation(prog, "u_accent"),
|
||||
accentDark: gl.getUniformLocation(prog, "u_accent_dark"),
|
||||
accentBright: gl.getUniformLocation(prog, "u_accent_bright"),
|
||||
aPos: gl.getAttribLocation(prog, "a_pos"),
|
||||
};
|
||||
locationsCache.set(prog, loc);
|
||||
return loc;
|
||||
}
|
||||
|
||||
export function renderShader(
|
||||
gl: WebGLRenderingContext,
|
||||
quadBuf: WebGLBuffer,
|
||||
prog: WebGLProgram,
|
||||
texFrom: WebGLTexture,
|
||||
texTo: WebGLTexture,
|
||||
progress: number,
|
||||
colors?: AccentColors,
|
||||
): void {
|
||||
const loc = getLocations(gl, prog);
|
||||
gl.useProgram(prog);
|
||||
gl.activeTexture(gl.TEXTURE0);
|
||||
gl.bindTexture(gl.TEXTURE_2D, texFrom);
|
||||
gl.uniform1i(loc.from, 0);
|
||||
gl.activeTexture(gl.TEXTURE1);
|
||||
gl.bindTexture(gl.TEXTURE_2D, texTo);
|
||||
gl.uniform1i(loc.to, 1);
|
||||
gl.uniform1f(loc.progress, progress);
|
||||
gl.uniform2f(loc.resolution, WIDTH, HEIGHT);
|
||||
if (colors) {
|
||||
gl.uniform3f(loc.accent, ...colors.accent);
|
||||
gl.uniform3f(loc.accentDark, ...colors.dark);
|
||||
gl.uniform3f(loc.accentBright, ...colors.bright);
|
||||
}
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, quadBuf);
|
||||
gl.enableVertexAttribArray(loc.aPos);
|
||||
gl.vertexAttribPointer(loc.aPos, 2, gl.FLOAT, false, 0, 0);
|
||||
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
|
||||
}
|
||||
|
||||
export function createTexture(gl: WebGLRenderingContext): WebGLTexture {
|
||||
const tex = gl.createTexture();
|
||||
if (!tex) throw new Error("[HyperShader] Failed to create texture");
|
||||
gl.bindTexture(gl.TEXTURE_2D, tex);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
|
||||
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
|
||||
return tex;
|
||||
}
|
||||
|
||||
export function uploadTexture(
|
||||
gl: WebGLRenderingContext,
|
||||
tex: WebGLTexture,
|
||||
canvas: HTMLCanvasElement,
|
||||
): void {
|
||||
gl.bindTexture(gl.TEXTURE_2D, tex);
|
||||
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvas);
|
||||
canvas.width = 0;
|
||||
canvas.height = 0;
|
||||
}
|
||||
@@ -0,0 +1,17 @@
|
||||
{
|
||||
"compilerOptions": {
|
||||
"target": "ES2022",
|
||||
"module": "ESNext",
|
||||
"moduleResolution": "bundler",
|
||||
"lib": ["ES2022", "DOM", "DOM.Iterable"],
|
||||
"declaration": true,
|
||||
"declarationMap": true,
|
||||
"sourceMap": true,
|
||||
"strict": true,
|
||||
"esModuleInterop": true,
|
||||
"skipLibCheck": true,
|
||||
"outDir": "dist",
|
||||
"rootDir": "src"
|
||||
},
|
||||
"include": ["src"]
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
import { defineConfig } from "tsup";
|
||||
|
||||
export default defineConfig({
|
||||
entry: ["src/index.ts"],
|
||||
format: ["esm", "cjs", "iife"],
|
||||
globalName: "HyperShader",
|
||||
noExternal: ["html2canvas"],
|
||||
dts: true,
|
||||
clean: true,
|
||||
minify: true,
|
||||
sourcemap: true,
|
||||
});
|
||||
Reference in New Issue
Block a user