mirror of
https://github.com/heygen-com/hyperframes.git
synced 2026-11-07 15:27:14 +00:00
The generated catalog pages rendered the "Source" accordion title as a
JSX expression, `<Accordion title={`name.html`}>`. Mintlify's search
indexer stringifies expression attribute nodes rather than evaluating
them, so every one of the 399 catalog pages surfaced its Source section
in search results as "[object Object]" (visible on the Scroll Feed page,
among others).
The template literal carried no escaping benefit: every title is a
single-segment `name.html` path, and a double-quoted JSX string handles
it directly. Introduce `mdxStringAttribute`, which emits a plain
`name="value"` attribute and escapes `& " < { }` as HTML character
references (MDX decodes references inside quoted attribute values, and
unlike JSON.stringify it does not rely on backslash escapes, which JSX
strings do not honour). Use it for both the Source accordion title and
the preview iframe title, and regenerate the catalog pages.
Regenerated with `npx tsx scripts/generate-catalog-pages.ts`; the only
change across the 399 pages is the one Accordion title line each.
Co-authored-by: Miguel Ángel <miguel.sierra@heygen.com>
582 lines
21 KiB
Plaintext
582 lines
21 KiB
Plaintext
---
|
|
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."
|
|
---
|
|
|
|
import { InstallCommand } from "/snippets/install-command.jsx";
|
|
|
|
## Install
|
|
|
|
<InstallCommand command="npx hyperframes add code-shader-dissolve" item="code-shader-dissolve" />
|
|
|
|
That writes one file: `compositions/code-shader-dissolve.html`.
|
|
|
|
<iframe
|
|
className="w-full aspect-video rounded-xl border-0 bg-zinc-100 dark:bg-zinc-800"
|
|
title="code-shader-dissolve preview"
|
|
loading="lazy"
|
|
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>`}
|
|
/>
|
|
|
|
## Source
|
|
|
|
<Accordion title="code-shader-dissolve.html">
|
|
|
|
```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 });
|
|
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)
|