Files
hyperframes/docs/catalog/blocks/cosmic-orb.mdx
Miguel ÁngelandMiguel Angel Simon Sierra 1ae2067b8d feat(catalog): put the variables panel back, on payloads (#3199)
* feat(catalog): put the variables panel back, on payloads

The panel drove its preview by loading an .html from docs/public, a type the
host does not publish, so it showed an empty frame in production and was
parked when the catalog was re-landed.

It now mounts the same JSON payload the plain player uses and re-mounts it as
values change, injecting them as window.__hfVariables into the composition head
before any of its scripts run, which is where the runtime reads overrides from.
Doing it in the markup rather than after load is what stops the composition
initialising with the wrong values first.

172 items with variables get the panel back; the playhead carries across a
change so a tweak mid-shot does not jump back to frame zero.

* fix(docs): drop the unused url form and the needless escapes

* fix(docs): the panel cannot reference a binding beside the export

* feat(catalog): make importing an SVG the obvious move

A reader arrives at this control with a shape, not with path data, and the
panel asked for the coordinates first. Import is now the primary action in a
drop target you can see is a drop target, and the raw path sits behind a
disclosure for anyone who wants it.

* feat(cli): let a fruitless catalog search report the gap

An agent that searches by meaning and finds nothing worth installing knows
something we do not: the name of a move the catalog is missing. There was no
way to tell us, so that knowledge was lost at the end of every run.

hyperframes feedback --search-miss "<query>" --wanted "<the move>" records it.
It carries no rating, so it never lands in the rating metric, and it is a
separate deliberate command rather than something catalog --query does on its
own: plain search still sends nothing, which is what the CLI promises.

--rating stops being required at the arg level, since a miss has no rating to
give. The check moved into the run body, where an absent one is now handled
rather than crashing on undefined.

* feat(cli): carry tuned variable values into the install snippet

Someone who tunes a block on its catalog page had no way to keep those values:
the install command was the same one everybody gets, and the tuning stayed on
the page.

hyperframes add <item> --vars '<json>' now prints a mount element carrying
data-variable-values, so the values land where the block is used.

They ride on the host rather than being written into the installed file. That
keeps the composition on disk byte-identical to the registry's, so a later
reinstall can still tell an edit from an update, and it lets two mounts of the
same block carry different values.

* fix(catalog): serve the item's own directory so runtime paths resolve

Some compositions assemble their asset URLs at run time —
"compositions/components/" + texture + ".png" for the texture masks, a font the
compiler pulled into _remote_media — and no scan of the markup can see a string
that does not exist until a script concatenates it. Those items either rendered
black or were dropped to a video that had never been uploaded.

Each item that needs it now has its prepared directory published, and its
payload carries a <base> pointing at it, so any relative path the composition
invents resolves. caption-texture renders its masks again, and
variable-font-flex has a preview at all for the first time: its MP4 and poster
are both 403.

Both layouts are published, because which one a composition asks for differs
per item, and a directory only earns that if it is under 2 MB. The 12 MB
texture sheet keeps the recorded video it already had.

* fix(catalog): let the variables panel actually drive the composition

Every control on the panel was inert. The values reached the composition and
nothing repainted, because the payload had already been compiled: compiling
inlines a mounted component and resolves its variables into the markup and CSS,
so by the time a reader turns a knob there is nothing left to change.

An item that declares variables now ships uncompiled, keeping the mount the
runtime loads at run time, which is the only state where data-variable-values
still means anything. The component travels inline as a data URI rather than a
sibling file, because .html is the one type the docs host will not publish. The
demo's own pinned values come off, so the reader's choices reach the mount
instead of losing to the values the demo picked to show itself off.

Measured on the rendered frame rather than the DOM: green rgb(98,207,144),
blue rgb(6,6,199), violet rgb(177,147,230), and back to green.

docs/public/catalog drops from 48 MB to 35 MB along the way, since an
uncompiled payload carries far less than an inlined one.

* feat(catalog): keep variable changes in the url

A reader who tuned a piece lost it on reload, and had nothing to send anyone.
The values now live in the query string, scoped by composition id so two links
never read each other,and only the ones that differ from the defaults are
written, so changing one knob gives a short URL rather than every variable
spelled out.

replaceState rather than pushState: dragging a slider should not leave a trail
of history entries. An unreadable value is ignored rather than thrown, so a
truncated or hand-edited link opens the piece at its defaults.

* fix(catalog): only rewrite the url when a value actually changed

* refactor(catalog): memoise the declared defaults on their content

* feat(catalog): offer an install command carrying the tuned values

The Install block is generated before anyone touches a knob, so it can only
ever print the plain command. Someone who spent a minute tuning a piece copied
it and got the defaults back.

The panel now carries its own command in the Snippet tab, with --vars holding
exactly the values that differ. An untouched piece still offers the same short
command, so nothing gets noisier for the common case.

* fix(catalog): a piece with nothing to render is a skip, not a failure

caption-blend-difference is a stylesheet and a paragraph of prose — a class you
add to your own captions, with no standalone scene to show. The generator
treated that as a build failure, so every run ended by reporting something
broken when nothing was.

It now reports the shape it is and keeps its recorded video, which is the only
honest preview such an item has. A genuine render failure still throws.

* fix(catalog): restore variables from the url on a cold load

A shared link opened at the defaults. The first render happens on the server,
where there is no window to read the query string from, and React then hydrates
against that markup and never revisits it — so the values only appeared once you
touched a control.

The URL is read again after mount, which is the first moment it exists. The
value is also escaped once now rather than twice: URLSearchParams already
decodes on the way out, and decoding a second time turned an SVG path full of
percent-escapes into something that no longer parsed, besides doubling the
length of every link.

* fix(catalog): mount the preview with the values a link carried

The frame was built from the declared defaults and the shared values were
posted to it afterwards, which is too late for anything the composition reads
once at init: a path arrived after the mark had already been drawn from the
default one, so a link looked right in the panel and wrong on screen.

* feat(catalog): the install command follows the values you tuned

Copying the Install line gave the plain command back, because that block is
generated before anyone touches a knob and had no way to know what changed. The
tuned command only existed in the panel Snippet tab, which is not where anyone
looks for it.

The line now reads the same query string the panel writes, so the two agree
without either component knowing the other exists, and a shared link carries the
right command too. replaceState fires no event, so the panel announces its own
writes.

* fix(catalog): send a text variable to the preview once it is finished

Every other control in the explorer reports a whole value on every event: a
slider at any position is a position, a swatch is a colour. A text field is
not. Typing v3 into a badge posted v first, so the preview remounted and
rendered a composition built from half a word.

The post now waits while a text field has focus and goes out when the edit is
committed, with Enter or by clicking away. The field itself is unchanged and
still tracks every keystroke.

---------

Co-authored-by: Miguel Angel Simon Sierra <miguelangelsi07@gmail.com>
2026-08-10 22:40:01 -04:00

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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: "Cosmic Orb"
description: "An iridescent soap-bubble planet: a slowly spinning sphere of nebula bands, dust lanes and twinkling stars wrapped in a refracting glass limb with chromatic aberration at the edge."
---
import { InstallCommand } from "/snippets/install-command.jsx";
import { VariablesExplorer } from "/snippets/variables-explorer.jsx";
<VariablesExplorer
previewSrc="/public/catalog/blocks/cosmic-orb.json"
compositionId="cosmic-orb"
compositionSrc="compositions/cosmic-orb.html"
variables={[{"id":"hue","type":"number","label":"Nebula hue","default":268,"min":0,"max":360,"step":1,"unit":"deg"},{"id":"accent","type":"number","label":"Accent hue","default":196,"min":0,"max":360,"step":1,"unit":"deg"},{"id":"spin","type":"number","label":"Spin rate","default":0.035,"min":0,"max":0.5,"step":0.005,"unit":"turns/s"},{"id":"stars","type":"number","label":"Star density","default":1,"min":0,"max":2,"step":0.05},{"id":"glow","type":"number","label":"Glow intensity","default":1,"min":0,"max":2,"step":0.05},{"id":"size","type":"number","label":"Orb size","default":0.86,"min":0.2,"max":1.2,"step":0.01},{"id":"pulse","type":"number","label":"Beat pulse","default":0,"min":0,"max":1,"step":0.01},{"id":"pulseEnvelope","type":"string","label":"Beat pulse envelope (comma-separated 0-1 samples)","default":"","placeholder":"0,0.2,1,0.4,0"},{"id":"backdrop","type":"color","label":"Backdrop","default":"#04040a"}]}
>
```html cosmic-orb.html
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=1920, height=1080" />
<title>Cosmic Orb</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;
}
#co-root {
position: relative;
width: 1920px;
height: 1080px;
overflow: hidden;
}
#co-backdrop {
position: absolute;
inset: 0;
background: #04040a;
}
#co-canvas {
position: absolute;
top: 0;
left: 0;
width: 1920px;
height: 1080px;
}
</style>
</head>
<body>
<div
id="co-root"
data-composition-id="cosmic-orb"
data-root="true"
data-width="1920"
data-height="1080"
data-start="0"
data-duration="10"
data-composition-variables='[
{"id":"hue","type":"number","label":"Nebula hue","default":268,"min":0,"max":360,"step":1,"unit":"deg"},
{"id":"accent","type":"number","label":"Accent hue","default":196,"min":0,"max":360,"step":1,"unit":"deg"},
{"id":"spin","type":"number","label":"Spin rate","default":0.035,"min":0,"max":0.5,"step":0.005,"unit":"turns/s"},
{"id":"stars","type":"number","label":"Star density","default":1,"min":0,"max":2,"step":0.05},
{"id":"glow","type":"number","label":"Glow intensity","default":1,"min":0,"max":2,"step":0.05},
{"id":"size","type":"number","label":"Orb size","default":0.86,"min":0.2,"max":1.2,"step":0.01},
{"id":"pulse","type":"number","label":"Beat pulse","default":0,"min":0,"max":1,"step":0.01},
{"id":"pulseEnvelope","type":"string","label":"Beat pulse envelope (comma-separated 0-1 samples)","default":"","placeholder":"0,0.2,1,0.4,0"},
{"id":"backdrop","type":"color","label":"Backdrop","default":"#04040a"}
]'
>
<div id="co-backdrop"></div>
<canvas id="co-canvas" width="1920" height="1080"></canvas>
<!-- Driver clip: gives HyperFrames a timed element to own on track 0. -->
<div
id="co-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("co-root");
var CS = getComputedStyle(ROOT);
// `data-composition-variables` is the single owner of every declared
// default — parse it rather than repeating each default a second time
// in JS. `window.__hyperframes` is NOT guaranteed to exist yet when this
// inline script runs, so it can only ever be an override, never the
// source. Precedence: host CSS custom property, runtime variable bag,
// declared default.
var DECL = {};
JSON.parse(ROOT.getAttribute("data-composition-variables") || "[]").forEach(function (v) {
DECL[v.id] = v.default;
});
var HF = window.__hyperframes;
var V = (HF && HF.getVariables && HF.getVariables()) || {};
function raw(id) {
var css = CS.getPropertyValue("--" + id.toLowerCase()).trim();
if (css !== "") return css;
if (V[id] !== undefined && V[id] !== "") return V[id];
return DECL[id];
}
function num(id) {
var n = parseFloat(raw(id));
return isFinite(n) ? n : 0;
}
function str(id) {
var s = raw(id);
return typeof s === "string" ? s.trim() : "";
}
var HUE = num("hue");
var ACCENT = num("accent");
var SPIN = num("spin");
var STARS = num("stars");
var GLOW = num("glow");
var SIZE = num("size");
var PULSE = num("pulse");
var BACKDROP = str("backdrop");
document.getElementById("co-backdrop").style.background = BACKDROP;
// Beat hook. A precomputed envelope (comma-separated 0-1 samples spread
// evenly across the clip) is sampled closed-form at time t — no audio
// analysis, no accumulator. Empty envelope => the flat `pulse` value.
var ENV = str("pulseEnvelope")
.split(",")
.map(function (s) {
return parseFloat(s);
})
.filter(function (n) {
return isFinite(n);
});
function pulseAt(t) {
if (ENV.length === 0) return PULSE;
if (ENV.length === 1) return ENV[0];
var x = Math.min(1, Math.max(0, t / DUR)) * (ENV.length - 1);
var i = Math.floor(x);
var j = Math.min(i + 1, ENV.length - 1);
return ENV[i] + (ENV[j] - ENV[i]) * (x - i);
}
var canvas = document.getElementById("co-canvas");
var gl =
canvas.getContext("webgl", {
alpha: true,
antialias: false,
depth: false,
stencil: false,
preserveDrawingBuffer: true,
powerPreference: "high-performance",
}) ||
canvas.getContext("experimental-webgl", {
alpha: true,
preserveDrawingBuffer: true,
});
var VERT = [
"attribute vec2 aPos;",
"void main() { gl_Position = vec4(aPos, 0.0, 1.0); }",
].join("\n");
var FRAG = [
"precision highp float;",
"uniform vec2 uRes;",
"uniform float uTime;",
"uniform float uRadius;",
"uniform float uSpin;",
"uniform float uHue;",
"uniform float uAccent;",
"uniform float uStars;",
"uniform float uGlow;",
"uniform float uPulse;",
"const float TAU = 6.28318531;",
"",
"// One cheap hash for every random-looking thing in here.",
"float h1(float x) { return fract(sin(x * 127.1) * 43758.5453); }",
"float h2(vec2 p) { return h1(dot(p, vec2(1.0, 157.31))); }",
"",
"vec3 hue2rgb(float h) {",
" return clamp(abs(mod(h * 6.0 + vec3(0.0, 4.0, 2.0), 6.0) - 3.0) - 1.0, 0.0, 1.0);",
"}",
"",
"vec3 rotX(vec3 p, float a) { float c = cos(a), s = sin(a); return vec3(p.x, c * p.y - s * p.z, s * p.y + c * p.z); }",
"vec3 rotY(vec3 p, float a) { float c = cos(a), s = sin(a); return vec3(c * p.x + s * p.z, p.y, -s * p.x + c * p.z); }",
"vec3 rotZ(vec3 p, float a) { float c = cos(a), s = sin(a); return vec3(c * p.x - s * p.y, s * p.x + c * p.y, p.z); }",
"",
"vec3 safeDir(vec3 v) {",
" float l = dot(v, v);",
" if (l < 1e-6) return vec3(0.0, 0.0, -1.0);",
" return v * inversesqrt(l);",
"}",
"",
"// Fixed axial tilt, then spin about the tilted polar axis.",
"vec3 toBody(vec3 n, float spin) { return rotY(rotZ(rotX(n, -0.34), 0.42), -spin); }",
"vec2 lonlat(vec3 d) { return vec2(atan(d.x, d.z), asin(clamp(d.y, -1.0, 1.0))); }",
"",
"float dens(float base) { return clamp(1.0 - (1.0 - base) * uStars, 0.0, 1.0); }",
"",
"// One star size-class: cell grid, seeded jitter, soft round core.",
"float starField(vec2 q, float freq, float base, float rad) {",
" vec2 g = q * freq;",
" vec2 id = floor(g);",
" float h = h2(id);",
" if (h < dens(base)) return 0.0;",
" vec2 c = vec2(h2(id + vec2(3.7, 1.3)), h2(id + vec2(9.1, 5.5)));",
" float d = length(fract(g) - c);",
" float core = smoothstep(rad, 0.0, d);",
" // Twinkle: a per-star phase driven straight off uTime, no accumulator.",
" float tw = 0.62 + 0.38 * sin(uTime * 2.4 + h * 53.7);",
" return core * core * (0.45 + 0.55 * h1(h * 91.7)) * tw;",
"}",
"",
"// 4-point diffraction glare, only worth paying for on the brightest class.",
"float starGlare(vec2 q, float freq, float base) {",
" vec2 g = q * freq;",
" vec2 id = floor(g);",
" float h = h2(id);",
" if (h < dens(base)) return 0.0;",
" vec2 c = vec2(h2(id + vec2(3.7, 1.3)), h2(id + vec2(9.1, 5.5)));",
" vec2 dv = abs(fract(g) - c);",
" float hx = exp(-dv.x * 70.0) * exp(-dv.y * 9.0);",
" float hy = exp(-dv.y * 70.0) * exp(-dv.x * 9.0);",
" return max(hx, hy) * 0.45;",
"}",
"",
"// Three size-classes at ~6 / 11 / 19 cell frequency.",
"float starsAll(vec2 q, float gain) {",
" float s = starField(q, 6.0, 0.958, 0.20);",
" s += starGlare(q, 6.0, 0.958);",
" s += starField(q, 11.0, 0.920, 0.18) * 0.95;",
" s += starField(q, 19.0, 0.865, 0.17) * 0.75;",
" return s * gain;",
"}",
"",
"vec3 nebula(vec2 q) {",
" // Two sin-field turbulence layers.",
" float t1 = sin(q.x * 3.1 + sin(q.y * 2.7) * 1.9) * sin(q.y * 4.3 + sin(q.x * 1.7) * 2.3);",
" float t2 = sin(q.x * 7.9 + sin(q.y * 5.1) * 1.3) * sin(q.y * 9.7 + sin(q.x * 4.4) * 1.1);",
" float turb = t1 * 0.66 + t2 * 0.34;",
"",
" // Galaxy bands, warped by the turbulence.",
" float band = sin(q.y * 3.2 + turb * 1.7 + q.x * 0.55);",
" float bands = pow(max(0.0, band * 0.5 + 0.5), 3.2);",
"",
" // Dust lanes: broad darkened swathes, not a thin curve.",
" float lane = sin(q.y * 2.9 + q.x * 1.3 + t1 * 1.6);",
" float dust = 0.22 + 0.78 * smoothstep(-0.45, 0.75, lane);",
"",
" // Core bulge.",
" float dc = length(vec2((q.x - 0.55) * 0.5, (q.y + 0.12) * 1.1));",
" float core = exp(-dc * dc * 2.6);",
"",
" // Two pocket glows.",
" float dA = length(vec2((q.x + 1.95) * 0.62, (q.y - 0.52) * 1.45));",
" float dB = length(vec2((q.x - 2.35) * 0.55, (q.y + 0.78) * 1.30));",
" float pA = exp(-dA * dA * 4.0);",
" float pB = exp(-dB * dB * 5.0);",
"",
" vec3 cNeb = hue2rgb(uHue / 360.0);",
" vec3 cAcc = hue2rgb(uAccent / 360.0);",
" vec3 cWarm = hue2rgb(uHue / 360.0 + 0.07);",
"",
" vec3 col = mix(cNeb, cWarm, 0.5 + 0.5 * turb) * bands * dust * 0.17;",
" col += mix(cNeb, vec3(1.0), 0.50) * core * dust * 0.13;",
" col += mix(cAcc, vec3(1.0), 0.60) * pA * 0.30 * uGlow;",
" col += mix(cNeb, vec3(1.0), 0.50) * pB * 0.24 * uGlow;",
" return col;",
"}",
"",
"void main() {",
" vec2 p = (gl_FragCoord.xy - uRes * 0.5) / uRadius;",
" float r = length(p);",
" float aa = 1.4 / uRadius;",
" float spin = TAU * uSpin * uTime;",
"",
" vec3 cNeb = hue2rgb(uHue / 360.0);",
" vec3 cAcc = hue2rgb(uAccent / 360.0);",
"",
" float mask = smoothstep(1.0 + aa, 1.0 - aa, r);",
" float halo = exp(-max(0.0, r - 1.0) * 13.0) * (1.0 - mask);",
"",
" vec3 body = vec3(0.0);",
" if (mask > 0.001) {",
" float rc = min(r, 1.0);",
" // Analytic sphere: the normal falls straight out of z = sqrt(1 - r^2).",
" float z = sqrt(max(0.0, 1.0 - rc * rc));",
" vec3 N = vec3(p.x, p.y, z);",
" vec2 q = lonlat(toBody(safeDir(N), spin));",
"",
" float gain = 0.9 + 2.6 * uPulse;",
" body = nebula(q);",
" body += vec3(1.0) * starsAll(q, gain) * (0.95 + 0.15 * uGlow);",
"",
" // Limb darkening.",
" body *= mix(0.32, 1.0, pow(z, 0.5));",
"",
" // Refract-sampled back layer, split per channel: the chromatic",
" // aberration that reads as glass at the limb.",
" vec3 I = vec3(0.0, 0.0, -1.0);",
" vec3 dR = safeDir(refract(I, N, 1.0 / 1.09));",
" vec3 dG = safeDir(refract(I, N, 1.0 / 1.13));",
" vec3 dB = safeDir(refract(I, N, 1.0 / 1.17));",
" vec2 qR = lonlat(toBody(dR, spin));",
" vec2 qG = lonlat(toBody(dG, spin));",
" vec2 qB = lonlat(toBody(dB, spin));",
" vec3 back = vec3(starsAll(qR, gain), starsAll(qG, gain), starsAll(qB, gain));",
" float fres = pow(1.0 - z, 1.8);",
" body += back * fres * 2.2;",
" body += nebula(qG) * fres * 0.8;",
"",
" // Aurora sheen riding the glass shell.",
" float ang = atan(p.y, p.x);",
" float sheen = smoothstep(0.72, 0.99, r) * smoothstep(1.0, 0.90, r);",
" float w = 0.5 + 0.5 * sin(ang * 2.0 + spin * 1.6);",
" body += (mix(cNeb, cAcc, w) * 0.55 + vec3(0.16)) * sheen * 0.30 * uGlow;",
"",
" // Three speculars, fixed in screen space: the key light does not spin.",
" vec2 a1 = p - vec2(-0.34, 0.62);",
" vec2 a2 = p - vec2(0.58, 0.60);",
" vec2 a3 = p - vec2(0.24, -0.80);",
" float sp = exp(-dot(a1, a1) * 30.0) * 0.30;",
" sp += exp(-dot(a2, a2) * 150.0) * 0.80;",
" sp += exp(-dot(a3, a3) * 70.0) * 0.30;",
" body += vec3(1.0) * sp * (0.30 + 0.70 * pow(1.0 - z, 1.5)) * uGlow;",
"",
" // Fresnel void glow hugging the inside of the rim.",
" body += mix(cAcc, vec3(1.0), 0.4) * pow(1.0 - z, 6.0) * 0.30 * uGlow;",
" }",
"",
" vec3 haloCol = mix(cNeb, cAcc, 0.35);",
" vec3 outCol = body * mask + haloCol * halo * 0.22 * uGlow;",
" float outA = clamp(mask + halo * 0.16 * uGlow, 0.0, 1.0);",
" gl_FragColor = vec4(clamp(outCol, 0.0, 4.0), outA);",
"}",
].join("\n");
var uni = {};
var ready = false;
function compile(type, src) {
var sh = gl.createShader(type);
gl.shaderSource(sh, src);
gl.compileShader(sh);
if (!gl.getShaderParameter(sh, gl.COMPILE_STATUS)) {
throw new Error("cosmic-orb shader: " + gl.getShaderInfoLog(sh));
}
return sh;
}
if (gl) {
var prog = gl.createProgram();
gl.attachShader(prog, compile(gl.VERTEX_SHADER, VERT));
gl.attachShader(prog, compile(gl.FRAGMENT_SHADER, FRAG));
gl.linkProgram(prog);
if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) {
throw new Error("cosmic-orb link: " + gl.getProgramInfoLog(prog));
}
gl.useProgram(prog);
var buf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 3, -1, -1, 3]), gl.STATIC_DRAW);
var loc = gl.getAttribLocation(prog, "aPos");
gl.enableVertexAttribArray(loc);
gl.vertexAttribPointer(loc, 2, gl.FLOAT, false, 0, 0);
[
"uRes",
"uTime",
"uRadius",
"uSpin",
"uHue",
"uAccent",
"uStars",
"uGlow",
"uPulse",
].forEach(function (n) {
uni[n] = gl.getUniformLocation(prog, n);
});
gl.viewport(0, 0, W, H);
gl.uniform2f(uni.uRes, W, H);
gl.uniform1f(uni.uRadius, (SIZE * H) / 2);
gl.uniform1f(uni.uSpin, SPIN);
gl.uniform1f(uni.uHue, HUE);
gl.uniform1f(uni.uAccent, ACCENT);
gl.uniform1f(uni.uStars, STARS);
gl.uniform1f(uni.uGlow, GLOW);
ready = true;
}
// Every frame is computed from t alone: spin is spin_rate * t, the
// pulse is sampled from the envelope at t. No accumulators, no clocks.
function draw(t) {
if (!ready) return;
gl.uniform1f(uni.uTime, t);
gl.uniform1f(uni.uPulse, pulseAt(t));
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, 3);
gl.flush();
}
window.__timelines = window.__timelines || {};
var tl = gsap.timeline({ paused: true });
// The canvas is repainted from a property SETTER, not from onUpdate:
// gsap's seek(t) suppresses events by default, so an onUpdate callback
// silently never fires on a scrub and the canvas freezes on frame 0.
// Tweened values are always written during render, suppressed or not,
// so this fires on every 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["cosmic-orb"] = tl;
draw(0);
})();
</script>
</body>
</html>
```
</VariablesExplorer>
## Install
<InstallCommand command="npx hyperframes add cosmic-orb" item="cosmic-orb" />
That writes one file: `compositions/cosmic-orb.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="cosmic-orb"
data-composition-src="compositions/cosmic-orb.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:
- `--hue` — Nebula hue. Defaults to `268`.
- `--accent` — Accent hue. Defaults to `196`.
- `--spin` — Spin rate (turns per second). Defaults to `0.035`.
- `--stars` — Star density. Defaults to `1`.
- `--glow` — Glow intensity. Defaults to `1`.
- `--size` — Orb size (fraction of frame height). Defaults to `0.86`.
- `--pulse` — Beat pulse (0-1, flat value when no envelope is set). Defaults to `0`.
- `--pulseenvelope` — Beat pulse envelope: comma-separated 0-1 samples spread evenly across the clip. Defaults to ``.
- `--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 |
| --- | --- | --- | --- |
| `hue` | `268` | 0deg to 360deg, step 1deg | |
| `accent` | `196` | 0deg to 360deg, step 1deg | |
| `spin` | `0.035` | 0turns/s to 0.5turns/s, step 0.005turns/s | |
| `stars` | `1` | 0 to 2, step 0.05 | |
| `glow` | `1` | 0 to 2, step 0.05 | |
| `size` | `0.86` | 0.2 to 1.2, step 0.01 | |
| `pulse` | `0` | 0 to 1, step 0.01 | |
| `pulseEnvelope` | `` | string | |
| `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="cosmic-orb"
data-composition-src="compositions/cosmic-orb.html"
data-variable-values='{"hue":268,"accent":196,"spin":0.035,"stars":1,"glow":1,"size":0.86,"pulse":0,"pulseEnvelope":"","backdrop":"#04040a"}'
></div>
```
## Source
<Accordion title={`cosmic-orb.html`}>
```html
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=1920, height=1080" />
<title>Cosmic Orb</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;
}
#co-root {
position: relative;
width: 1920px;
height: 1080px;
overflow: hidden;
}
#co-backdrop {
position: absolute;
inset: 0;
background: #04040a;
}
#co-canvas {
position: absolute;
top: 0;
left: 0;
width: 1920px;
height: 1080px;
}
</style>
</head>
<body>
<div
id="co-root"
data-composition-id="cosmic-orb"
data-root="true"
data-width="1920"
data-height="1080"
data-start="0"
data-duration="10"
data-composition-variables='[
{"id":"hue","type":"number","label":"Nebula hue","default":268,"min":0,"max":360,"step":1,"unit":"deg"},
{"id":"accent","type":"number","label":"Accent hue","default":196,"min":0,"max":360,"step":1,"unit":"deg"},
{"id":"spin","type":"number","label":"Spin rate","default":0.035,"min":0,"max":0.5,"step":0.005,"unit":"turns/s"},
{"id":"stars","type":"number","label":"Star density","default":1,"min":0,"max":2,"step":0.05},
{"id":"glow","type":"number","label":"Glow intensity","default":1,"min":0,"max":2,"step":0.05},
{"id":"size","type":"number","label":"Orb size","default":0.86,"min":0.2,"max":1.2,"step":0.01},
{"id":"pulse","type":"number","label":"Beat pulse","default":0,"min":0,"max":1,"step":0.01},
{"id":"pulseEnvelope","type":"string","label":"Beat pulse envelope (comma-separated 0-1 samples)","default":"","placeholder":"0,0.2,1,0.4,0"},
{"id":"backdrop","type":"color","label":"Backdrop","default":"#04040a"}
]'
>
<div id="co-backdrop"></div>
<canvas id="co-canvas" width="1920" height="1080"></canvas>
<!-- Driver clip: gives HyperFrames a timed element to own on track 0. -->
<div
id="co-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("co-root");
var CS = getComputedStyle(ROOT);
// `data-composition-variables` is the single owner of every declared
// default — parse it rather than repeating each default a second time
// in JS. `window.__hyperframes` is NOT guaranteed to exist yet when this
// inline script runs, so it can only ever be an override, never the
// source. Precedence: host CSS custom property, runtime variable bag,
// declared default.
var DECL = {};
JSON.parse(ROOT.getAttribute("data-composition-variables") || "[]").forEach(function (v) {
DECL[v.id] = v.default;
});
var HF = window.__hyperframes;
var V = (HF && HF.getVariables && HF.getVariables()) || {};
function raw(id) {
var css = CS.getPropertyValue("--" + id.toLowerCase()).trim();
if (css !== "") return css;
if (V[id] !== undefined && V[id] !== "") return V[id];
return DECL[id];
}
function num(id) {
var n = parseFloat(raw(id));
return isFinite(n) ? n : 0;
}
function str(id) {
var s = raw(id);
return typeof s === "string" ? s.trim() : "";
}
var HUE = num("hue");
var ACCENT = num("accent");
var SPIN = num("spin");
var STARS = num("stars");
var GLOW = num("glow");
var SIZE = num("size");
var PULSE = num("pulse");
var BACKDROP = str("backdrop");
document.getElementById("co-backdrop").style.background = BACKDROP;
// Beat hook. A precomputed envelope (comma-separated 0-1 samples spread
// evenly across the clip) is sampled closed-form at time t — no audio
// analysis, no accumulator. Empty envelope => the flat `pulse` value.
var ENV = str("pulseEnvelope")
.split(",")
.map(function (s) {
return parseFloat(s);
})
.filter(function (n) {
return isFinite(n);
});
function pulseAt(t) {
if (ENV.length === 0) return PULSE;
if (ENV.length === 1) return ENV[0];
var x = Math.min(1, Math.max(0, t / DUR)) * (ENV.length - 1);
var i = Math.floor(x);
var j = Math.min(i + 1, ENV.length - 1);
return ENV[i] + (ENV[j] - ENV[i]) * (x - i);
}
var canvas = document.getElementById("co-canvas");
var gl =
canvas.getContext("webgl", {
alpha: true,
antialias: false,
depth: false,
stencil: false,
preserveDrawingBuffer: true,
powerPreference: "high-performance",
}) ||
canvas.getContext("experimental-webgl", {
alpha: true,
preserveDrawingBuffer: true,
});
var VERT = [
"attribute vec2 aPos;",
"void main() { gl_Position = vec4(aPos, 0.0, 1.0); }",
].join("\n");
var FRAG = [
"precision highp float;",
"uniform vec2 uRes;",
"uniform float uTime;",
"uniform float uRadius;",
"uniform float uSpin;",
"uniform float uHue;",
"uniform float uAccent;",
"uniform float uStars;",
"uniform float uGlow;",
"uniform float uPulse;",
"const float TAU = 6.28318531;",
"",
"// One cheap hash for every random-looking thing in here.",
"float h1(float x) { return fract(sin(x * 127.1) * 43758.5453); }",
"float h2(vec2 p) { return h1(dot(p, vec2(1.0, 157.31))); }",
"",
"vec3 hue2rgb(float h) {",
" return clamp(abs(mod(h * 6.0 + vec3(0.0, 4.0, 2.0), 6.0) - 3.0) - 1.0, 0.0, 1.0);",
"}",
"",
"vec3 rotX(vec3 p, float a) { float c = cos(a), s = sin(a); return vec3(p.x, c * p.y - s * p.z, s * p.y + c * p.z); }",
"vec3 rotY(vec3 p, float a) { float c = cos(a), s = sin(a); return vec3(c * p.x + s * p.z, p.y, -s * p.x + c * p.z); }",
"vec3 rotZ(vec3 p, float a) { float c = cos(a), s = sin(a); return vec3(c * p.x - s * p.y, s * p.x + c * p.y, p.z); }",
"",
"vec3 safeDir(vec3 v) {",
" float l = dot(v, v);",
" if (l < 1e-6) return vec3(0.0, 0.0, -1.0);",
" return v * inversesqrt(l);",
"}",
"",
"// Fixed axial tilt, then spin about the tilted polar axis.",
"vec3 toBody(vec3 n, float spin) { return rotY(rotZ(rotX(n, -0.34), 0.42), -spin); }",
"vec2 lonlat(vec3 d) { return vec2(atan(d.x, d.z), asin(clamp(d.y, -1.0, 1.0))); }",
"",
"float dens(float base) { return clamp(1.0 - (1.0 - base) * uStars, 0.0, 1.0); }",
"",
"// One star size-class: cell grid, seeded jitter, soft round core.",
"float starField(vec2 q, float freq, float base, float rad) {",
" vec2 g = q * freq;",
" vec2 id = floor(g);",
" float h = h2(id);",
" if (h < dens(base)) return 0.0;",
" vec2 c = vec2(h2(id + vec2(3.7, 1.3)), h2(id + vec2(9.1, 5.5)));",
" float d = length(fract(g) - c);",
" float core = smoothstep(rad, 0.0, d);",
" // Twinkle: a per-star phase driven straight off uTime, no accumulator.",
" float tw = 0.62 + 0.38 * sin(uTime * 2.4 + h * 53.7);",
" return core * core * (0.45 + 0.55 * h1(h * 91.7)) * tw;",
"}",
"",
"// 4-point diffraction glare, only worth paying for on the brightest class.",
"float starGlare(vec2 q, float freq, float base) {",
" vec2 g = q * freq;",
" vec2 id = floor(g);",
" float h = h2(id);",
" if (h < dens(base)) return 0.0;",
" vec2 c = vec2(h2(id + vec2(3.7, 1.3)), h2(id + vec2(9.1, 5.5)));",
" vec2 dv = abs(fract(g) - c);",
" float hx = exp(-dv.x * 70.0) * exp(-dv.y * 9.0);",
" float hy = exp(-dv.y * 70.0) * exp(-dv.x * 9.0);",
" return max(hx, hy) * 0.45;",
"}",
"",
"// Three size-classes at ~6 / 11 / 19 cell frequency.",
"float starsAll(vec2 q, float gain) {",
" float s = starField(q, 6.0, 0.958, 0.20);",
" s += starGlare(q, 6.0, 0.958);",
" s += starField(q, 11.0, 0.920, 0.18) * 0.95;",
" s += starField(q, 19.0, 0.865, 0.17) * 0.75;",
" return s * gain;",
"}",
"",
"vec3 nebula(vec2 q) {",
" // Two sin-field turbulence layers.",
" float t1 = sin(q.x * 3.1 + sin(q.y * 2.7) * 1.9) * sin(q.y * 4.3 + sin(q.x * 1.7) * 2.3);",
" float t2 = sin(q.x * 7.9 + sin(q.y * 5.1) * 1.3) * sin(q.y * 9.7 + sin(q.x * 4.4) * 1.1);",
" float turb = t1 * 0.66 + t2 * 0.34;",
"",
" // Galaxy bands, warped by the turbulence.",
" float band = sin(q.y * 3.2 + turb * 1.7 + q.x * 0.55);",
" float bands = pow(max(0.0, band * 0.5 + 0.5), 3.2);",
"",
" // Dust lanes: broad darkened swathes, not a thin curve.",
" float lane = sin(q.y * 2.9 + q.x * 1.3 + t1 * 1.6);",
" float dust = 0.22 + 0.78 * smoothstep(-0.45, 0.75, lane);",
"",
" // Core bulge.",
" float dc = length(vec2((q.x - 0.55) * 0.5, (q.y + 0.12) * 1.1));",
" float core = exp(-dc * dc * 2.6);",
"",
" // Two pocket glows.",
" float dA = length(vec2((q.x + 1.95) * 0.62, (q.y - 0.52) * 1.45));",
" float dB = length(vec2((q.x - 2.35) * 0.55, (q.y + 0.78) * 1.30));",
" float pA = exp(-dA * dA * 4.0);",
" float pB = exp(-dB * dB * 5.0);",
"",
" vec3 cNeb = hue2rgb(uHue / 360.0);",
" vec3 cAcc = hue2rgb(uAccent / 360.0);",
" vec3 cWarm = hue2rgb(uHue / 360.0 + 0.07);",
"",
" vec3 col = mix(cNeb, cWarm, 0.5 + 0.5 * turb) * bands * dust * 0.17;",
" col += mix(cNeb, vec3(1.0), 0.50) * core * dust * 0.13;",
" col += mix(cAcc, vec3(1.0), 0.60) * pA * 0.30 * uGlow;",
" col += mix(cNeb, vec3(1.0), 0.50) * pB * 0.24 * uGlow;",
" return col;",
"}",
"",
"void main() {",
" vec2 p = (gl_FragCoord.xy - uRes * 0.5) / uRadius;",
" float r = length(p);",
" float aa = 1.4 / uRadius;",
" float spin = TAU * uSpin * uTime;",
"",
" vec3 cNeb = hue2rgb(uHue / 360.0);",
" vec3 cAcc = hue2rgb(uAccent / 360.0);",
"",
" float mask = smoothstep(1.0 + aa, 1.0 - aa, r);",
" float halo = exp(-max(0.0, r - 1.0) * 13.0) * (1.0 - mask);",
"",
" vec3 body = vec3(0.0);",
" if (mask > 0.001) {",
" float rc = min(r, 1.0);",
" // Analytic sphere: the normal falls straight out of z = sqrt(1 - r^2).",
" float z = sqrt(max(0.0, 1.0 - rc * rc));",
" vec3 N = vec3(p.x, p.y, z);",
" vec2 q = lonlat(toBody(safeDir(N), spin));",
"",
" float gain = 0.9 + 2.6 * uPulse;",
" body = nebula(q);",
" body += vec3(1.0) * starsAll(q, gain) * (0.95 + 0.15 * uGlow);",
"",
" // Limb darkening.",
" body *= mix(0.32, 1.0, pow(z, 0.5));",
"",
" // Refract-sampled back layer, split per channel: the chromatic",
" // aberration that reads as glass at the limb.",
" vec3 I = vec3(0.0, 0.0, -1.0);",
" vec3 dR = safeDir(refract(I, N, 1.0 / 1.09));",
" vec3 dG = safeDir(refract(I, N, 1.0 / 1.13));",
" vec3 dB = safeDir(refract(I, N, 1.0 / 1.17));",
" vec2 qR = lonlat(toBody(dR, spin));",
" vec2 qG = lonlat(toBody(dG, spin));",
" vec2 qB = lonlat(toBody(dB, spin));",
" vec3 back = vec3(starsAll(qR, gain), starsAll(qG, gain), starsAll(qB, gain));",
" float fres = pow(1.0 - z, 1.8);",
" body += back * fres * 2.2;",
" body += nebula(qG) * fres * 0.8;",
"",
" // Aurora sheen riding the glass shell.",
" float ang = atan(p.y, p.x);",
" float sheen = smoothstep(0.72, 0.99, r) * smoothstep(1.0, 0.90, r);",
" float w = 0.5 + 0.5 * sin(ang * 2.0 + spin * 1.6);",
" body += (mix(cNeb, cAcc, w) * 0.55 + vec3(0.16)) * sheen * 0.30 * uGlow;",
"",
" // Three speculars, fixed in screen space: the key light does not spin.",
" vec2 a1 = p - vec2(-0.34, 0.62);",
" vec2 a2 = p - vec2(0.58, 0.60);",
" vec2 a3 = p - vec2(0.24, -0.80);",
" float sp = exp(-dot(a1, a1) * 30.0) * 0.30;",
" sp += exp(-dot(a2, a2) * 150.0) * 0.80;",
" sp += exp(-dot(a3, a3) * 70.0) * 0.30;",
" body += vec3(1.0) * sp * (0.30 + 0.70 * pow(1.0 - z, 1.5)) * uGlow;",
"",
" // Fresnel void glow hugging the inside of the rim.",
" body += mix(cAcc, vec3(1.0), 0.4) * pow(1.0 - z, 6.0) * 0.30 * uGlow;",
" }",
"",
" vec3 haloCol = mix(cNeb, cAcc, 0.35);",
" vec3 outCol = body * mask + haloCol * halo * 0.22 * uGlow;",
" float outA = clamp(mask + halo * 0.16 * uGlow, 0.0, 1.0);",
" gl_FragColor = vec4(clamp(outCol, 0.0, 4.0), outA);",
"}",
].join("\n");
var uni = {};
var ready = false;
function compile(type, src) {
var sh = gl.createShader(type);
gl.shaderSource(sh, src);
gl.compileShader(sh);
if (!gl.getShaderParameter(sh, gl.COMPILE_STATUS)) {
throw new Error("cosmic-orb shader: " + gl.getShaderInfoLog(sh));
}
return sh;
}
if (gl) {
var prog = gl.createProgram();
gl.attachShader(prog, compile(gl.VERTEX_SHADER, VERT));
gl.attachShader(prog, compile(gl.FRAGMENT_SHADER, FRAG));
gl.linkProgram(prog);
if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) {
throw new Error("cosmic-orb link: " + gl.getProgramInfoLog(prog));
}
gl.useProgram(prog);
var buf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 3, -1, -1, 3]), gl.STATIC_DRAW);
var loc = gl.getAttribLocation(prog, "aPos");
gl.enableVertexAttribArray(loc);
gl.vertexAttribPointer(loc, 2, gl.FLOAT, false, 0, 0);
[
"uRes",
"uTime",
"uRadius",
"uSpin",
"uHue",
"uAccent",
"uStars",
"uGlow",
"uPulse",
].forEach(function (n) {
uni[n] = gl.getUniformLocation(prog, n);
});
gl.viewport(0, 0, W, H);
gl.uniform2f(uni.uRes, W, H);
gl.uniform1f(uni.uRadius, (SIZE * H) / 2);
gl.uniform1f(uni.uSpin, SPIN);
gl.uniform1f(uni.uHue, HUE);
gl.uniform1f(uni.uAccent, ACCENT);
gl.uniform1f(uni.uStars, STARS);
gl.uniform1f(uni.uGlow, GLOW);
ready = true;
}
// Every frame is computed from t alone: spin is spin_rate * t, the
// pulse is sampled from the envelope at t. No accumulators, no clocks.
function draw(t) {
if (!ready) return;
gl.uniform1f(uni.uTime, t);
gl.uniform1f(uni.uPulse, pulseAt(t));
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.TRIANGLES, 0, 3);
gl.flush();
}
window.__timelines = window.__timelines || {};
var tl = gsap.timeline({ paused: true });
// The canvas is repainted from a property SETTER, not from onUpdate:
// gsap's seek(t) suppresses events by default, so an onUpdate callback
// silently never fires on a scrub and the canvas freezes on frame 0.
// Tweened values are always written during render, suppressed or not,
// so this fires on every 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["cosmic-orb"] = tl;
draw(0);
})();
</script>
</body>
</html>
```
</Accordion>
{/* hf:generated-footer */}
Tagged `webgl` `shader` `background` `showcase` `3d`.
## Related topics
- [Browse the complete Catalog](/catalog)
- [Add assets and Catalog items in Studio](/studio/assets-and-blocks)
- [Build a richer composition](/go-further)