mirror of
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* fix(docs): load the player from latest, not a pinned minor The catalog pages pinned the player CDN URL to a minor line, and that pin sat one line behind after the last release. Every page kept rendering, on the older build, so nothing surfaced it: the only symptom was that a fix published to npm never appeared on the docs. The generator derived its pin from the player's package.json, which is correct only if every page is regenerated on the release that moves it. That is the step that did not happen, and it has to happen across 175 generated pages plus three hand-written files for the pin to be true. A version carried in step across 178 places will be stale, and stale here is silent. Ask for latest instead and there is nothing to carry. This costs the ability to hold the docs back from a bad player release. Paid deliberately: the pin did not buy that either, it only delayed the good releases too. A test asserts no pinned version comes back, and fails if it stops finding the references at all, so it cannot pass by matching nothing. * refactor(scripts): list tracked files instead of walking the tree The pin guard hand-rolled a recursive directory walk with its own skip list and size cap, which the audit flagged: helpers living in a test file earn no coverage, so their complexity lands straight on the CRAP score. git already knows which files to read, and ignores node_modules and build output for us, so one call replaces the walker and both findings go away.
582 lines
21 KiB
Plaintext
582 lines
21 KiB
Plaintext
---
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title: "Code Shader Dissolve"
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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."
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---
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import { InstallCommand } from "/snippets/install-command.jsx";
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<iframe
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className="w-full aspect-video rounded-xl border-0 bg-zinc-100 dark:bg-zinc-800"
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title="code-shader-dissolve preview"
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loading="lazy"
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srcDoc={`<!doctype html><html><head><meta charset="utf-8"><style>html,body{margin:0;height:100%;overflow:hidden;background:transparent}hyperframes-player{display:block;width:100%;height:100%}</style><script src="https://cdn.jsdelivr.net/npm/@hyperframes/player@latest/dist/hyperframes-player.global.js"><\/script></head><body><script>fetch("/public/catalog/blocks/code-shader-dissolve.json").then(function(r){return r.json()}).then(function(d){var p=document.createElement("hyperframes-player");p.setAttribute("srcdoc",d.html);p.setAttribute("controls","");p.setAttribute("autoplay","");p.setAttribute("loop","");p.setAttribute("muted","");p.setAttribute("poster","https://static.heygen.ai/hyperframes-oss/docs/images/catalog/blocks/code-shader-dissolve.png");document.body.appendChild(p)});<\/script></body></html>`}
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/>
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## Install
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<InstallCommand command="npx hyperframes add code-shader-dissolve" item="code-shader-dissolve" />
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That writes one file: `compositions/code-shader-dissolve.html`.
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## Source
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<Accordion title={`code-shader-dissolve.html`}>
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```html
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<!doctype html>
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<html lang="en">
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<head>
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<meta charset="UTF-8" />
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<meta name="viewport" content="width=1920, height=1080" />
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<title>Code Shader Dissolve</title>
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<script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js"></script>
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<script src="https://cdn.jsdelivr.net/npm/three@0.147.0/build/three.min.js"></script>
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<style>
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* {
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margin: 0;
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padding: 0;
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box-sizing: border-box;
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}
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html,
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body {
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width: 1920px;
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height: 1080px;
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overflow: hidden;
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background: #05070b;
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}
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#root {
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position: relative;
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width: 1920px;
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height: 1080px;
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}
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#gl {
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position: absolute;
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inset: 0;
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width: 1920px;
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height: 1080px;
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display: block;
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}
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</style>
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</head>
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<body>
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<div
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id="root"
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data-composition-id="code-shader-dissolve"
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data-start="0"
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data-duration="7"
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data-width="1920"
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data-height="1080"
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>
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<canvas id="gl" width="1920" height="1080"></canvas>
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</div>
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<script>
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window.__TOKENS = {
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compile: {
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lang: "js",
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theme: "github-dark",
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bg: "#24292e",
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fg: "#e1e4e8",
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states: [
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{
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code: "function compile(src) {\n const ast = parse(src)\n const ir = optimize(ast)\n return emit(ir)\n}",
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tokens: [
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{
|
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key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-0",
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content: "function",
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color: "#F97583",
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fontStyle: 0,
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},
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{
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key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-1",
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content: " ",
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color: "#E1E4E8",
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fontStyle: 0,
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},
|
|
{
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key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-2",
|
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content: "compile",
|
|
color: "#B392F0",
|
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fontStyle: 0,
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|
},
|
|
{
|
|
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-3",
|
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content: "(",
|
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color: "#E1E4E8",
|
|
fontStyle: 0,
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|
},
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{
|
|
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-4",
|
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content: "src",
|
|
color: "#FFAB70",
|
|
fontStyle: 0,
|
|
},
|
|
{
|
|
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-5",
|
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content: ") {",
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|
color: "#E1E4E8",
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|
fontStyle: 0,
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|
},
|
|
{
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key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-6",
|
|
content: "\n",
|
|
color: "#e1e4e8",
|
|
fontStyle: 0,
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|
},
|
|
{
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key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-7",
|
|
content: " ",
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|
color: "#E1E4E8",
|
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fontStyle: 0,
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},
|
|
{
|
|
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-8",
|
|
content: "const",
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|
color: "#F97583",
|
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fontStyle: 0,
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},
|
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{
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key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-9",
|
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content: " ",
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|
color: "#E1E4E8",
|
|
fontStyle: 0,
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|
},
|
|
{
|
|
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,
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|
},
|
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{
|
|
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-13",
|
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content: " ",
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color: "#E1E4E8",
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|
fontStyle: 0,
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},
|
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{
|
|
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-14",
|
|
content: "parse",
|
|
color: "#B392F0",
|
|
fontStyle: 0,
|
|
},
|
|
{
|
|
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-15",
|
|
content: "(src)",
|
|
color: "#E1E4E8",
|
|
fontStyle: 0,
|
|
},
|
|
{
|
|
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-16",
|
|
content: "\n",
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color: "#e1e4e8",
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fontStyle: 0,
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|
},
|
|
{
|
|
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-17",
|
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content: " ",
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color: "#E1E4E8",
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|
fontStyle: 0,
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|
},
|
|
{
|
|
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: " ",
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|
color: "#E1E4E8",
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|
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,
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|
},
|
|
{
|
|
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-28",
|
|
content: "return",
|
|
color: "#F97583",
|
|
fontStyle: 0,
|
|
},
|
|
{
|
|
key: "zGtBjd8ajYlOewpKFJD53Oc7W94UowxIfV0186O1l8A-29",
|
|
content: " ",
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|
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 = {
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id: "code-shader-dissolve",
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effect: "dissolve",
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seq: "compile",
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duration: 7,
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seed: 11,
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};
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</script>
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<script>
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// hf-code-anim-gl.js — WebGL code-animation engine for the "crazy" Code Animations blocks.
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//
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// Bridges the baked Shiki tokens (window.__TOKENS) into Three.js: the tokens are drawn once
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// to an offscreen 2D canvas (a CanvasTexture), which then drives a lit 3D slab, a dissolve
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// shader, or a GPU particle system. Determinism per the project contract:
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// - render only via tl.eventCallback("onUpdate", …) + one initial render() — never rAF
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// - all randomness from a seeded mulberry32 — never Math.random / Date.now
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// - canvas drawn once after document.fonts.ready (final glyph metrics)
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// - paused GSAP timeline registered on window.__timelines[id]; HF seeks it per frame
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//
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// Each block sets window.__BLOCK = { id, effect, seq, duration, seed } and includes this engine.
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(function () {
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"use strict";
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var T = window.__TOKENS || {};
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|
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// ---- seeded PRNG (no Math.random) -----------------------------------------
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function mulberry32(a) {
|
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return function () {
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a |= 0;
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a = (a + 0x6d2b79f5) | 0;
|
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var t = Math.imul(a ^ (a >>> 15), 1 | a);
|
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t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;
|
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return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
|
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};
|
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}
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|
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// ---- split a token state into lines of {content,color} --------------------
|
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function splitLines(state) {
|
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var lines = [[]];
|
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for (var i = 0; i < state.tokens.length; i++) {
|
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var t = state.tokens[i];
|
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if (t.content === "\n") {
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lines.push([]);
|
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continue;
|
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}
|
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lines[lines.length - 1].push(t);
|
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}
|
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while (lines.length && lines[lines.length - 1].length === 0) lines.pop();
|
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return lines;
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}
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|
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// ---- THE BRIDGE: draw baked tokens to an offscreen 2D canvas ---------------
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// Returns { canvas, W, H, lines, lineH, padY, fontPx } so effects can sample it.
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function drawCodeToCanvas(state, opts) {
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opts = opts || {};
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var fontPx = opts.fontPx || 36;
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var lineH = opts.lineH || 54;
|
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var padX = opts.padX || 70;
|
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var padY = opts.padY || 60;
|
|
var weight = opts.weight || 500;
|
|
var font = weight + " " + fontPx + 'px "JetBrains Mono", monospace';
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|
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var lines = splitLines(state);
|
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var measure = document.createElement("canvas").getContext("2d");
|
|
measure.font = font;
|
|
var maxW = 0;
|
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for (var i = 0; i < lines.length; i++) {
|
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var w = 0;
|
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for (var j = 0; j < lines[i].length; j++)
|
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w += measure.measureText(lines[i][j].content).width;
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if (w > maxW) maxW = w;
|
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}
|
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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 });
|
|
window.__timelines[spec.id] = tl; // register synchronously
|
|
|
|
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);
|
|
});
|
|
});
|
|
}
|
|
|
|
if (document.readyState === "loading") document.addEventListener("DOMContentLoaded", go);
|
|
else go();
|
|
})();
|
|
</script>
|
|
</body>
|
|
</html>
|
|
```
|
|
|
|
</Accordion>
|
|
|
|
## Usage
|
|
|
|
After installing, add the block to your host composition:
|
|
|
|
```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>
|
|
```
|
|
|
|
{/* hf:generated-footer */}
|
|
|
|
Tagged `code` `code-animation` `shader` `webgl` `developer`.
|
|
|
|
## Related topics
|
|
|
|
- [Browse the complete Catalog](/catalog)
|
|
- [Add assets and Catalog items in Studio](/studio/assets-and-blocks)
|
|
- [Build a richer composition](/go-further)
|