mirror of
https://github.com/heygen-com/hyperframes.git
synced 2026-09-03 04:38:33 +00:00
Restores the 208 catalog items reverted after their previews 404'd in production, this time on the payload mechanism rather than the .html files that caused the outage. The generator no longer writes a preview document to docs/public. That writer, and the machinery under it, existed only to produce files the docs host discards, so it is gone rather than bypassed. Items now embed the composition itself via a payload, which is what the previous change already does for the items that were already in the catalog. The variables explorer is parked, not restored: it drove its preview through the same unpublished .html path, so it would have shown an empty frame. Items that declare variables get the live player plus the static variables table, and reconnecting the explorer to payloads is a follow-up.
373 lines
14 KiB
HTML
Vendored
373 lines
14 KiB
HTML
Vendored
<!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>Anamorphic Streak Flare</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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<style>
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*,
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*::before,
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*::after {
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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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body {
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background: #000;
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overflow: hidden;
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}
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#af-root {
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position: relative;
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width: 1920px;
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height: 1080px;
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overflow: hidden;
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}
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#af-canvas {
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position: absolute;
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top: 0;
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left: 0;
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width: 1920px;
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height: 1080px;
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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="af-root"
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data-composition-id="vfx-anamorphic-flare"
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data-root="true"
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data-width="1920"
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data-height="1080"
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data-start="0"
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data-duration="10"
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data-composition-variables='[
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{"id":"intensity","type":"number","label":"Streak intensity","default":5,"min":0,"max":20,"step":0.1},
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{"id":"threshold","type":"number","label":"High-pass threshold","default":0.3,"min":0,"max":1,"step":0.01},
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{"id":"streakLength","type":"number","label":"Streak length gain","default":1,"min":0.1,"max":6,"step":0.05},
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{"id":"tint","type":"color","label":"Streak tint","default":"#7a8aff"},
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{"id":"bloomRadius","type":"number","label":"Bloom radius","default":0,"min":0,"max":80,"step":1,"unit":"px"},
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{"id":"timeScale","type":"number","label":"Drift rate","default":0.5,"min":0,"max":3,"step":0.05},
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{"id":"emitters","type":"number","label":"Emitter count","default":140,"min":1,"max":400,"step":1},
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{"id":"backdrop","type":"color","label":"Backdrop","default":"#04040a"}
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]'
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>
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<canvas id="af-canvas" width="1920" height="1080"></canvas>
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<!-- Driver clip: gives HyperFrames a timed element to own on track 0. -->
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<div
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id="af-drv"
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class="clip"
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data-start="0"
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data-duration="10"
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data-track-index="0"
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style="position: absolute; width: 1px; height: 1px; opacity: 0; pointer-events: none"
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></div>
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</div>
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<script>
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(function () {
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var DUR = 10;
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var W = 1920;
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var H = 1080;
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var root = document.getElementById("af-root");
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var V = (window.__hyperframes && window.__hyperframes.getVariables()) || {};
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var CS = getComputedStyle(root);
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// A declared variable reaches CSS as a custom property on the root.
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// Read that first so a host stylesheet can retheme the block, then
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// fall back to the declared value. Both the namespaced and the bare
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// property name are probed: which one the runtime emits has changed
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// across versions, and the block should not care.
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function raw(id) {
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var slug = id.toLowerCase();
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var css =
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CS.getPropertyValue("--hf-var-" + slug).trim() ||
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CS.getPropertyValue("--" + slug).trim();
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return css !== "" ? css : V[id];
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}
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function num(id, fallback) {
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var n = parseFloat(raw(id));
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return isFinite(n) ? n : fallback;
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}
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function str(id, fallback) {
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var s = raw(id);
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return typeof s === "string" && s !== "" ? s : fallback;
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}
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// ---------------------------------------------------------------
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// Measured constants.
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//
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// Read from the three.js anamorphic post-processing example (MIT),
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// cross-checked against a live capture of that demo's own GUI:
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//
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// tint 0x7a8aff, threshold 0.3, intensity 5, bloom radius 0,
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// samples 80, time scale 0.5, resolution scale 0.25.
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//
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// The filter walks samples/2 taps in each direction HORIZONTALLY
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// only, weights each tap by 1 - |i| / halfSamples (a tent), and
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// normalises the sum by samples / 3.0. Dividing by samples/3 rather
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// than by the weight sum is deliberate: it is a gain above 1, not
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// an average, which is why a dim highlight still throws a readable
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// streak.
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//
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// This implementation evaluates that convolution in closed form
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// instead of running the 80-tap loop. For a small bright source the
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// tent-weighted horizontal blur has an exact analytic result: the
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// tent itself, centred on the source. So one horizontal gradient
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// per highlight is the same arithmetic the loop would perform, at
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// a fraction of the cost, and with no dependence on WebGL surviving
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// seek capture.
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// ---------------------------------------------------------------
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var SAMPLES = 80;
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var HALF_SAMPLES = SAMPLES / 2; // 40 taps each side
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var RES_SCALE = 0.25; // the streak buffer runs at quarter resolution
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var NORM = SAMPLES / 3; // total / (samples / 3.0)
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var REF_W = 1280; // width the constants were measured at
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// 40 taps of a 1/(0.25 * 1280) texel step = 12.5% of frame width per
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// side. Held as a fraction rather than as absolute pixels so the look
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// matches the reference at any output size.
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var HALF_FRAC = HALF_SAMPLES / (RES_SCALE * REF_W);
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var INTENSITY = num("intensity", 5);
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var THRESHOLD = num("threshold", 0.3);
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var STREAK_LEN = num("streakLength", 1);
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var BLOOM_R = num("bloomRadius", 0);
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var TIME_SCALE = num("timeScale", 0.5);
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var COUNT = Math.max(1, Math.round(num("emitters", 140)));
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var BACKDROP = str("backdrop", "#04040a");
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var TINT = hexRgb(str("tint", "#7a8aff"), [0.478, 0.541, 1.0]);
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function hexRgb(hex, fallback) {
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var m = /^#?([0-9a-f]{6})$/i.exec(String(hex).trim());
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if (!m) return fallback;
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var n = parseInt(m[1], 16);
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return [((n >> 16) & 255) / 255, ((n >> 8) & 255) / 255, (n & 255) / 255];
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}
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function mulberry32(seed) {
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return function () {
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seed |= 0;
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seed = (seed + 0x6d2b79f5) | 0;
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var t = Math.imul(seed ^ (seed >>> 15), 1 | seed);
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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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function hsv(h, s, v) {
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var hh = ((((h % 360) + 360) % 360) / 60) % 6;
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var c = v * s;
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var x = c * (1 - Math.abs((hh % 2) - 1));
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var m = v - c;
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var r = 0;
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var g = 0;
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var b = 0;
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if (hh < 1) {
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r = c;
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g = x;
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} else if (hh < 2) {
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r = x;
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g = c;
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} else if (hh < 3) {
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g = c;
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b = x;
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} else if (hh < 4) {
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g = x;
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b = c;
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} else if (hh < 5) {
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r = x;
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b = c;
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} else {
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r = c;
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b = x;
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}
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return [r + m, g + m, b + m];
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}
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// ---------------------------------------------------------------
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// The emitter field. Every emitter is a closed-form function of t:
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// two incommensurate sinusoids for position and one for brightness.
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// The seeded PRNG runs once, at setup, so the field is identical on
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// every load and every seek.
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// ---------------------------------------------------------------
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var rng = mulberry32(1337);
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var EM = [];
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for (var i = 0; i < COUNT; i++) {
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EM.push({
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x0: rng() * W,
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y0: rng() * H,
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ax: 24 + rng() * 90,
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ay: 12 + rng() * 48,
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fx: 0.018 + rng() * 0.05,
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fy: 0.015 + rng() * 0.045,
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px: rng(),
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py: rng(),
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r: 3 + Math.pow(rng(), 1.6) * 10,
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h: rng() * 360,
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s: 0.62 + rng() * 0.38,
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v: 0.7 + rng() * 0.3,
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fb: 0.03 + rng() * 0.09,
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pb: rng(),
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});
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}
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var TAU = Math.PI * 2;
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var canvas = document.getElementById("af-canvas");
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var ctx = canvas.getContext("2d");
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// Streaks are accumulated in a quarter-resolution buffer, matching
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// the reference's setResolutionScale(0.25). Upscaling it bilinearly
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// is what gives the streak its soft vertical falloff, and it is the
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// reason the streak reads as smooth rather than as a hard bar.
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var SW = Math.round(W * RES_SCALE);
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var SH = Math.round(H * RES_SCALE);
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var sbuf = document.createElement("canvas");
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sbuf.width = SW;
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sbuf.height = SH;
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var sctx = sbuf.getContext("2d");
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function rgba(c, a) {
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return (
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"rgba(" +
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Math.round(Math.min(1, Math.max(0, c[0])) * 255) +
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"," +
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Math.round(Math.min(1, Math.max(0, c[1])) * 255) +
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"," +
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Math.round(Math.min(1, Math.max(0, c[2])) * 255) +
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"," +
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Math.min(1, Math.max(0, a)) +
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")"
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);
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}
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// A slow swell across the clip so the field reads as a shot rather
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// than as a loop. Closed form in t, like everything else here.
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function gainAt(t) {
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var u = Math.min(1, Math.max(0, t / DUR));
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return 0.75 + 0.35 * Math.sin(Math.PI * u);
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}
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function draw(t) {
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var tau = t * TIME_SCALE;
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var gain = gainAt(t);
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var halfLen = HALF_FRAC * W * STREAK_LEN;
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sctx.setTransform(1, 0, 0, 1, 0, 0);
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sctx.clearRect(0, 0, SW, SH);
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sctx.globalCompositeOperation = "lighter";
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var e;
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var k;
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var col;
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var bright;
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var x;
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var y;
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for (k = 0; k < EM.length; k++) {
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e = EM[k];
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x = e.x0 + e.ax * Math.sin(TAU * (e.fx * tau + e.px));
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y = e.y0 + e.ay * Math.sin(TAU * (e.fy * tau + e.py));
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bright = e.v * (0.62 + 0.38 * Math.sin(TAU * (e.fb * tau + e.pb)));
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col = hsv(e.h, e.s, Math.max(0, bright));
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// High pass, then tint, exactly as the reference filter does:
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// max(colour - threshold, 0) * tint. Below threshold there is no
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// streak at all, which is what keeps the field from smearing.
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var hp = [
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Math.max(0, col[0] - THRESHOLD) * TINT[0],
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Math.max(0, col[1] - THRESHOLD) * TINT[1],
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Math.max(0, col[2] - THRESHOLD) * TINT[2],
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];
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var peak = Math.max(hp[0], Math.max(hp[1], hp[2]));
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if (peak <= 0.0001) continue;
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// Peak of the tent equals the source value times intensity over
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// the samples/3 normaliser. Magnitude is carried in alpha so the
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// hue keeps full 8-bit precision at low brightness.
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var alpha = (peak * INTENSITY * gain) / NORM;
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if (alpha < 0.003) continue;
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var hue = [hp[0] / peak, hp[1] / peak, hp[2] / peak];
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var bx = x * RES_SCALE;
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var by = y * RES_SCALE;
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var bh = Math.max(1, e.r * 2 * RES_SCALE);
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var bl = halfLen * RES_SCALE;
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var g = sctx.createLinearGradient(bx - bl, 0, bx + bl, 0);
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g.addColorStop(0, rgba(hue, 0));
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g.addColorStop(0.5, rgba(hue, alpha));
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g.addColorStop(1, rgba(hue, 0));
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sctx.fillStyle = g;
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sctx.fillRect(bx - bl, by - bh / 2, bl * 2, bh);
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}
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ctx.setTransform(1, 0, 0, 1, 0, 0);
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ctx.globalCompositeOperation = "source-over";
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ctx.fillStyle = BACKDROP;
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ctx.fillRect(0, 0, W, H);
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ctx.globalCompositeOperation = "lighter";
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ctx.imageSmoothingEnabled = true;
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ctx.imageSmoothingQuality = "high";
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ctx.drawImage(sbuf, 0, 0, SW, SH, 0, 0, W, H);
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// The highlights themselves, drawn at full resolution on top.
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for (k = 0; k < EM.length; k++) {
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e = EM[k];
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x = e.x0 + e.ax * Math.sin(TAU * (e.fx * tau + e.px));
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y = e.y0 + e.ay * Math.sin(TAU * (e.fy * tau + e.py));
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bright = e.v * (0.62 + 0.38 * Math.sin(TAU * (e.fb * tau + e.pb)));
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col = hsv(e.h, e.s, Math.max(0, bright));
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if (BLOOM_R > 0) {
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var br = e.r + BLOOM_R;
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var gb = ctx.createRadialGradient(x, y, 0, x, y, br);
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gb.addColorStop(0, rgba(col, 0.5 * gain));
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gb.addColorStop(0.35, rgba(col, 0.16 * gain));
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gb.addColorStop(1, rgba(col, 0));
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ctx.fillStyle = gb;
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ctx.fillRect(x - br, y - br, br * 2, br * 2);
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}
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var core = ctx.createRadialGradient(x, y, 0, x, y, e.r);
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core.addColorStop(
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0,
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rgba([col[0] * 0.88 + 0.12, col[1] * 0.88 + 0.12, col[2] * 0.88 + 0.12], 1),
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);
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core.addColorStop(0.72, rgba(col, 0.96));
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core.addColorStop(1, rgba(col, 0));
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ctx.fillStyle = core;
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ctx.fillRect(x - e.r, y - e.r, e.r * 2, e.r * 2);
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}
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}
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window.__timelines = window.__timelines || {};
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var tl = gsap.timeline({ paused: true });
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// The canvas is repainted from a property SETTER, not from a
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// timeline onUpdate callback: gsap suppresses events on seek(), so a
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// callback-driven canvas silently freezes on frame 0 under any
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// consumer that scrubs. Tweened values are written on every render,
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// suppressed or not, so the setter fires on seek and hands us the
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// frame time directly.
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var driver = { _t: 0 };
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Object.defineProperty(driver, "t", {
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get: function () {
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return this._t;
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},
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set: function (v) {
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this._t = v;
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draw(v);
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},
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});
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tl.to(driver, { t: DUR, duration: DUR, ease: "none" }, 0);
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window.__timelines["vfx-anamorphic-flare"] = tl;
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draw(0);
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})();
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</script>
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</body>
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</html>
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