* fix(player): parent-frame media playback for mobile
Mobile browsers block media.play() inside iframes when the user
gesture happened in the parent frame — postMessage doesn't transfer
user activation (per the User Activation v2 spec).
## Problem
The player renders compositions in a sandboxed iframe. When a user
taps play in the parent frame, the player sends a postMessage to the
iframe's runtime, which calls audio.play(). On mobile, this fails
silently because the iframe has no user activation context.
## Solution
The player now extracts ALL timed media elements (audio/video with
data-start) from the iframe's DOM (same-origin access), creates
parent-frame copies, and disables the iframe originals. On play(),
parentMedia.play() runs synchronously in the gesture call stack,
satisfying mobile autoplay policy.
### Generic media handling
- Finds all `audio[data-start], video[data-start]` in the iframe
- Creates a parent-frame copy for each (Audio or Video element)
- Preserves data-start offsets for correct seek positioning
- Strips data-start from iframe elements so the runtime ignores them
- Falls back to iframe media for cross-origin iframes
### `audio-src` attribute
Convenience for the common single-narration case. When set, the
player starts preloading audio immediately — before the iframe loads.
This eliminates the loading delay that caused jittery playback.
### No active sync
Both parent media and the GSAP timeline are real-time systems. When
started simultaneously, they naturally stay within ~10ms — no drift
correction needed. Active sync with coarse granularity (50ms polling)
caused MORE jitter than it prevented via repeated audio seeks.
## CI
- Added unified `test` job replacing separate per-package test jobs
- Added root `test` script: `bun run --filter '*' test`
- New packages with test scripts are automatically included
- Added happy-dom for player DOM tests
## Tests
- 10 new tests for parent-frame media: preloading, play, pause,
seek, muted/rate sync, cleanup, attribute changes
- All 21 player tests pass
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* fix(shader-transitions): pass CI when no test files exist
Add --passWithNoTests to vitest run so the unified test job
doesn't fail on packages that have a test script but no test
files yet.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* fix(cli): update tests for new id field and GSAP lint rule
- normalize.test.ts: loadTranscript now assigns id fields (w0, w1, etc.)
to SRT/VTT results and empty string for words-json passthrough
- lintProject.test.ts: add GSAP CDN script to validHtml() fixture to
satisfy the missing_gsap_script lint rule added in core
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* fix(cli): add missing data-start/data-duration to validHtml fixture
The validHtml() test fixture was missing data-start and data-duration
attributes, triggering the root_composition_missing_data_start and
root_composition_missing_data_duration lint warnings.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* fix(ci): fetch LFS objects for producer test job
Producer regression tests compare rendered output against reference MP4
files stored in git LFS. Without lfs: true, checkout fetches pointer
files instead of actual videos, causing "moov atom not found" errors.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* ci: remove redundant test-producer job
The regression workflow already runs the same 28 producer fixtures
in a Docker container with prod-matching Chrome/fonts/ffmpeg, sharded
across 8 parallel matrix jobs with 40-min timeouts. The CI test-producer
job was a duplicate that ran on bare runners with worse determinism
and a 15-min timeout too short for all fixtures.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
---------
Co-authored-by: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
## 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)