Files
hyperframes/docs/catalog/blocks/code-shader-dissolve.mdx
Ular Kimsanov a06fdfe26e docs(catalog): put each item page's title, description and Docs text in the server HTML (#6711)
* docs(catalog): put each item page's title, description and Docs text in the server HTML

Mintlify renders snippet components in the browser only, so everything inside
CatalogDetail (title, standfirst, the Docs tab) was missing from the HTML search
engines read: 448 catalog pages served Googlebot no body text. The generator now
writes the H1 and standfirst as page markup above the component and the Docs tab
as page markup after it, shown with that tab (docs/custom.css). The component no
longer draws its own title. Pages patched structurally only; registry drift on 14
pages is left for a regeneration of its own.

* docs(catalog): keep the title's top spacing the component gave it

* fix(docs): catalog titles and descriptions keep markdown markers literal

MDX reads text inside the static <h1> and <p> as inline markdown, so @_blue_sweater_
rendered as italic blue_sweater. mdxText now writes backslash, backtick, * _ [ ] ~ as
character references too, with a unit test; the four affected pages are re-escaped.
2026-10-30 15:48:25 +00:00

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This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
---
title: "Code Shader Dissolve"
description: "The code compiles into existence: a GPU fragment shader resolves it out of seeded noise with a chromatic dissolve front and edge glow, then holds crisp."
mode: "frame"
---
import { CatalogDetail, CatalogSlot } from "/snippets/catalog-detail.jsx";
import { InstallCommand } from "/snippets/install-command.jsx";
<div className="hf-ve-static-head not-prose">
<h1>Code Shader Dissolve</h1>
<p>The code compiles into existence: a GPU fragment shader resolves it out of seeded noise with a chromatic dissolve front and edge glow, then holds crisp.</p>
</div>
<CatalogDetail
previewSrc="/public/catalog/blocks/code-shader-dissolve.json"
compositionId="code-shader-dissolve"
compositionSrc="compositions/code-shader-dissolve.html"
title="Code Shader Dissolve"
variables={[]}
meta={{"duration":7,"width":1920,"height":1080,"category":"Code Animations","badge":"Stable","codeLines":538}}
attribution={{"path":"registry/blocks/code-shader-dissolve","tags":["code","code-animation","shader","webgl","developer"]}}
hasCode
rawUrl="https://raw.githubusercontent.com/heygen-com/hyperframes/main/registry/blocks/code-shader-dissolve/code-shader-dissolve.html"
>
<CatalogSlot slot="code">
```html code-shader-dissolve.html
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=1920, height=1080" />
<title>Code Shader Dissolve</title>
<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>
* {
margin: 0;
padding: 0;
box-sizing: border-box;
}
html,
body {
width: 1920px;
height: 1080px;
overflow: hidden;
background: #05070b;
}
#root {
position: relative;
width: 1920px;
height: 1080px;
}
#gl {
position: absolute;
inset: 0;
width: 1920px;
height: 1080px;
display: block;
}
</style>
</head>
<body>
<div
id="root"
data-composition-id="code-shader-dissolve"
data-start="0"
data-duration="7"
data-width="1920"
data-height="1080"
>
<canvas id="gl" width="1920" height="1080"></canvas>
</div>
<script>
window.__TOKENS = {
compile: {
lang: "js",
theme: "github-dark",
bg: "#24292e",
fg: "#e1e4e8",
states: [
{
code: "function compile(src) {\n const ast = parse(src)\n const ir = optimize(ast)\n return emit(ir)\n}",
tokens: [
{
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-0",
content: "function",
color: "#F97583",
fontStyle: 0,
},
{
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-1",
content: " ",
color: "#E1E4E8",
fontStyle: 0,
},
{
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-2",
content: "compile",
color: "#B392F0",
fontStyle: 0,
},
{
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-3",
content: "(",
color: "#E1E4E8",
fontStyle: 0,
},
{
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-4",
content: "src",
color: "#FFAB70",
fontStyle: 0,
},
{
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-5",
content: ") {",
color: "#E1E4E8",
fontStyle: 0,
},
{
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-6",
content: "\n",
color: "#e1e4e8",
fontStyle: 0,
},
{
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-7",
content: " ",
color: "#E1E4E8",
fontStyle: 0,
},
{
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-8",
content: "const",
color: "#F97583",
fontStyle: 0,
},
{
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-9",
content: " ",
color: "#E1E4E8",
fontStyle: 0,
},
{
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-10",
content: "ast",
color: "#79B8FF",
fontStyle: 0,
},
{
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-11",
content: " ",
color: "#E1E4E8",
fontStyle: 0,
},
{
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-12",
content: "=",
color: "#F97583",
fontStyle: 0,
},
{
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-13",
content: " ",
color: "#E1E4E8",
fontStyle: 0,
},
{
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-14",
content: "parse",
color: "#B392F0",
fontStyle: 0,
},
{
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-15",
content: "(src)",
color: "#E1E4E8",
fontStyle: 0,
},
{
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-16",
content: "\n",
color: "#e1e4e8",
fontStyle: 0,
},
{
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-17",
content: " ",
color: "#E1E4E8",
fontStyle: 0,
},
{
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-18",
content: "const",
color: "#F97583",
fontStyle: 0,
},
{
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-19",
content: " ",
color: "#E1E4E8",
fontStyle: 0,
},
{
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-20",
content: "ir",
color: "#79B8FF",
fontStyle: 0,
},
{
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-21",
content: " ",
color: "#E1E4E8",
fontStyle: 0,
},
{
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-22",
content: "=",
color: "#F97583",
fontStyle: 0,
},
{
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-23",
content: " ",
color: "#E1E4E8",
fontStyle: 0,
},
{
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-24",
content: "optimize",
color: "#B392F0",
fontStyle: 0,
},
{
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-25",
content: "(ast)",
color: "#E1E4E8",
fontStyle: 0,
},
{
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-26",
content: "\n",
color: "#e1e4e8",
fontStyle: 0,
},
{
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-27",
content: " ",
color: "#E1E4E8",
fontStyle: 0,
},
{
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-28",
content: "return",
color: "#F97583",
fontStyle: 0,
},
{
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-29",
content: " ",
color: "#E1E4E8",
fontStyle: 0,
},
{
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-30",
content: "emit",
color: "#B392F0",
fontStyle: 0,
},
{
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-31",
content: "(ir)",
color: "#E1E4E8",
fontStyle: 0,
},
{
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-32",
content: "\n",
color: "#e1e4e8",
fontStyle: 0,
},
{
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-33",
content: "}",
color: "#E1E4E8",
fontStyle: 0,
},
{
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-34",
content: "\n",
color: "#e1e4e8",
fontStyle: 0,
},
],
},
],
},
};
window.__BLOCK = {
id: "code-shader-dissolve",
effect: "dissolve",
seq: "compile",
duration: 7,
seed: 11,
};
</script>
<script>
// hf-code-anim-gl.js — WebGL code-animation engine for the "crazy" Code Animations blocks.
//
// Bridges the baked Shiki tokens (window.__TOKENS) into Three.js: the tokens are drawn once
// to an offscreen 2D canvas (a CanvasTexture), which then drives a lit 3D slab, a dissolve
// shader, or a GPU particle system. Determinism per the project contract:
// - render only via tl.eventCallback("onUpdate", …) + one initial render() — never rAF
// - all randomness from a seeded mulberry32 — never Math.random / Date.now
// - canvas drawn once after document.fonts.ready (final glyph metrics)
// - paused GSAP timeline registered on window.__timelines[id]; HF seeks it per frame
//
// Each block sets window.__BLOCK = { id, effect, seq, duration, seed } and includes this engine.
(function () {
"use strict";
var T = window.__TOKENS || {};
// ---- seeded PRNG (no Math.random) -----------------------------------------
function mulberry32(a) {
return function () {
a |= 0;
a = (a + 0x6d2b79f5) | 0;
var t = Math.imul(a ^ (a >>> 15), 1 | a);
t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;
return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
};
}
// ---- split a token state into lines of {content,color} --------------------
function splitLines(state) {
var lines = [[]];
for (var i = 0; i < state.tokens.length; i++) {
var t = state.tokens[i];
if (t.content === "\n") {
lines.push([]);
continue;
}
lines[lines.length - 1].push(t);
}
while (lines.length && lines[lines.length - 1].length === 0) lines.pop();
return lines;
}
// ---- THE BRIDGE: draw baked tokens to an offscreen 2D canvas ---------------
// Returns { canvas, W, H, lines, lineH, padY, fontPx } so effects can sample it.
function drawCodeToCanvas(state, opts) {
opts = opts || {};
var fontPx = opts.fontPx || 36;
var lineH = opts.lineH || 54;
var padX = opts.padX || 70;
var padY = opts.padY || 60;
var weight = opts.weight || 500;
var font = weight + " " + fontPx + 'px "JetBrains Mono", monospace';
var lines = splitLines(state);
var measure = document.createElement("canvas").getContext("2d");
measure.font = font;
var maxW = 0;
for (var i = 0; i < lines.length; i++) {
var w = 0;
for (var j = 0; j < lines[i].length; j++)
w += measure.measureText(lines[i][j].content).width;
if (w > maxW) maxW = w;
}
var W = Math.max(2, Math.ceil(maxW + padX * 2));
var H = Math.max(2, Math.ceil(lines.length * lineH + padY * 2));
var canvas = document.createElement("canvas");
canvas.width = W;
canvas.height = H;
var ctx = canvas.getContext("2d");
if (opts.transparent) {
ctx.clearRect(0, 0, W, H);
} else {
ctx.fillStyle = opts.bg || "#0b0f17";
ctx.fillRect(0, 0, W, H);
}
ctx.textBaseline = "top";
ctx.font = font;
for (var li = 0; li < lines.length; li++) {
var x = padX;
var y = padY + li * lineH;
for (var k = 0; k < lines[li].length; k++) {
var tok = lines[li][k];
ctx.fillStyle = tok.color;
ctx.fillText(tok.content, x, y);
x += ctx.measureText(tok.content).width;
}
}
return {
canvas: canvas,
W: W,
H: H,
lines: lines.length,
lineH: lineH,
padY: padY,
fontPx: fontPx,
};
}
function fxDissolve(THREE, scene, camera, renderer, state, st, tl, dur, seed) {
scene.background = new THREE.Color(0x05070b);
var code = drawCodeToCanvas(state, {
fontPx: 40,
lineH: 60,
padX: 90,
padY: 80,
weight: 600,
});
var tex = new THREE.CanvasTexture(code.canvas);
tex.minFilter = THREE.LinearFilter;
tex.magFilter = THREE.LinearFilter;
tex.generateMipmaps = false;
var aspect = code.W / code.H;
var planeH = 6.6;
var planeW = planeH * aspect;
var uniforms = {
uTex: { value: tex },
uProgress: { value: 0 },
uSeed: { value: (seed || 1) * 13.37 },
};
var mat = new THREE.ShaderMaterial({
uniforms: uniforms,
transparent: true,
vertexShader: [
"varying vec2 vUv;",
"void main(){ vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0); }",
].join("\n"),
fragmentShader: [
"precision highp float;",
"uniform sampler2D uTex;",
"uniform float uProgress;",
"uniform float uSeed;",
"varying vec2 vUv;",
"float hash(vec2 p){ p=fract(p*vec2(123.34,456.21)); p+=dot(p,p+45.32); return fract(p.x*p.y); }",
"float noise(vec2 p){ vec2 i=floor(p),f=fract(p); float a=hash(i),b=hash(i+vec2(1.,0.)),c=hash(i+vec2(0.,1.)),d=hash(i+vec2(1.,1.)); vec2 u=f*f*(3.-2.*f); return mix(mix(a,b,u.x),mix(c,d,u.x),u.y); }",
"void main(){",
" vec2 uv = vUv;",
// multi-octave seeded noise field
" float n = noise(uv*16.0+uSeed)*0.6 + noise(uv*48.0+uSeed*1.7)*0.3 + noise(uv*120.0+uSeed*2.3)*0.1;",
" float edge = 0.12;",
" float reveal = smoothstep(n-edge, n+edge, uProgress);", // 0 hidden -> 1 shown
// chromatic fringe strongest at the dissolving edge
" float band = reveal*(1.0-reveal)*4.0;",
" float off = band*0.010;",
" float r = texture2D(uTex, uv+vec2(off,0.0)).r;",
" float g = texture2D(uTex, uv).g;",
" float b = texture2D(uTex, uv-vec2(off,0.0)).b;",
" vec3 codeCol = vec3(r,g,b);",
// additive cyan edge glow along the dissolve front
" vec3 glow = vec3(0.30,0.72,1.0) * band * 0.9;",
" vec3 outc = codeCol*reveal + glow;",
" float a = max(reveal, band*0.8);",
" gl_FragColor = vec4(outc, a);",
"}",
].join("\n"),
});
var plane = new THREE.Mesh(new THREE.PlaneGeometry(planeW, planeH), mat);
scene.add(plane);
camera.position.set(0, 0, 10);
var vfov = (camera.fov * Math.PI) / 180;
var screenAspect = 1920 / 1080;
var fitH = planeH / 2 / Math.tan(vfov / 2) / 0.82;
var fitW = planeW / 2 / (Math.tan(vfov / 2) * screenAspect) / 0.82;
camera.position.z = Math.max(fitH, fitW);
camera.lookAt(0, 0, 0);
// compile in, then hold crisp. Overshoot to 1.15 so even max-noise pixels
// (n up to ~1.0, edge 0.12) fully resolve — no leftover specks at rest.
tl.to(uniforms.uProgress, { value: 1.15, duration: dur * 0.62, ease: "power1.inOut" }, 0);
// uProgress is tweened by GSAP; the boot loop's render() draws once per frame.
return function () {};
}
// ---- dispatch + boot ------------------------------------------------------
function buildEffect(THREE, scene, camera, renderer, spec, st, tl) {
var state = T[spec.seq].states[0];
var dur = spec.duration;
if (spec.effect === "dissolve")
return fxDissolve(THREE, scene, camera, renderer, state, st, tl, dur, spec.seed);
return function () {};
}
// Free GPU resources (renderer, geometries, materials, textures) on page teardown.
// One-shot renders exit per job so nothing leaks there; this guards long-lived
// Studio/player sessions that reload. Fires only on unload — never during capture.
function disposeGL(renderer, scene) {
scene.traverse(function (o) {
if (o.geometry && o.geometry.dispose) o.geometry.dispose();
var mats = o.material ? (Array.isArray(o.material) ? o.material : [o.material]) : [];
mats.forEach(function (m) {
if (m.map && m.map.dispose) m.map.dispose();
if (
m.uniforms &&
m.uniforms.uTex &&
m.uniforms.uTex.value &&
m.uniforms.uTex.value.dispose
) {
m.uniforms.uTex.value.dispose();
}
if (m.dispose) m.dispose();
});
});
if (renderer.dispose) renderer.dispose();
}
function go() {
var spec = window.__BLOCK;
var root = document.getElementById("root");
var glcanvas = document.getElementById("gl");
var W = 1920;
var H = 1080;
window.__timelines = window.__timelines || {};
var tl = gsap.timeline({ paused: true });
var THREE = window.THREE;
var renderer = new THREE.WebGLRenderer({
canvas: glcanvas,
antialias: true,
alpha: false,
preserveDrawingBuffer: true,
});
renderer.setPixelRatio(1);
renderer.setSize(W, H, false);
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(45, W / H, 0.1, 200);
var st = {};
document.fonts.ready.then(function () {
var renderFn = buildEffect(THREE, scene, camera, renderer, spec, st, tl);
function render() {
renderFn();
renderer.render(scene, camera);
}
tl.eventCallback("onUpdate", render);
var dur = parseFloat(root.dataset.duration) || tl.duration();
tl.to({}, { duration: dur }, 0); // pad to full composition length
render(); // paint frame 0
window.addEventListener("beforeunload", function () {
disposeGL(renderer, scene);
});
window.__timelines[spec.id] = tl; // register AFTER setup completes
if (typeof window.__hfForceTimelineRebind === "function") {
window.__hfForceTimelineRebind(); // re-nest now that we are populated
}
});
}
if (document.readyState === "loading") document.addEventListener("DOMContentLoaded", go);
else go();
})();
</script>
</body>
</html>
```
</CatalogSlot>
<CatalogSlot slot="install">
<InstallCommand command="npx hyperframes add code-shader-dissolve" item="code-shader-dissolve" />
That writes one file: `compositions/code-shader-dissolve.html`.
</CatalogSlot>
</CatalogDetail>
<div data-static-slot="docs" className="prose prose-gray dark:prose-invert">
## Add it to your video
It runs for 7 seconds at 1920×1080. Paste this into your composition:
```html index.html
<div
data-composition-id="code-shader-dissolve"
data-composition-src="compositions/code-shader-dissolve.html"
data-start="0"
data-duration="7"
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.
{/* hf:generated-footer */}
Tagged `code` `code-animation` `shader` `webgl` `developer`.
## Related topics
- [Browse the complete Catalog](/catalog)
- [Add assets and Catalog items in the browser editor](/studio/assets-and-blocks)
- [Put blocks together into one video](/concepts/compositions)
</div>