Files
hyperframes/skills
ukimsanov 7439a34238 fix(skill): de-bias step-3 away from defaulting to shader transitions
User observed: every test project uses shaders. Looked at the prose
and found 7 spots in step-3 that subtly nudge agents toward shaders.
The parent skill's techniques.md catalog already lists shaders LAST
(#13 of 13) — the bias was concentrated in our w2h step-3.

Four edits (one per bias source, ordered by impact):

1. Global guardrails technique list — reordered to lead with brand-
   content-carrying techniques (SVG path drawing, HTML-in-Canvas,
   per-word kinetic typography, camera moves, CSS 3D, variable font,
   character typing, counter animations, canvas procedural,
   clip-path masks). Shaders moved to end with explicit "optional"
   + "most videos ship without them" framing.

2. Required Capabilities Discovery — removed the shader-specific
   bash grep that led the command list. Replaced with a generic
   `ls registry/blocks/` that surfaces everything (VFX blocks AND
   shaders) without privileging shaders by ordering. Added
   "Most videos ship without any registry-installed blocks at all;
   the core techniques carry the majority of beats."

3. Shader transitions framing — kept the canonical declaration
   format section but now explicitly says "Most videos ship without
   any shader transitions — CSS crossfades and hard cuts cover
   90%+ of inter-beat transitions cleanly. Reach for a shader
   transition only when a beat boundary is a true 'wow' moment."
   Section heading suffixed with "(only if you actually use shader
   transitions)" + "Most videos skip this section entirely."

4. Transition decision matrix — reordered columns:
   WAS:  Shader | CSS crossfade | Hard cut
   NOW:  CSS crossfade (default) | Hard cut | Shader (rare — opt-in)
   Shader column body explicit: "Max 1-2 per video; zero is fine
   and common. More than 2 flattens their impact + raises GPU init
   risk." (Previously: "1-2 shader transitions per video (hero +
   CTA)" which IMPLIED every video has 1-2.)

5. Opener punch list — reordered:
   WAS:  "a flash, a shader bloom, a logo strike, a kinetic word
         build, a particle burst"
   NOW:  "a logo strike, a kinetic word build, a particle burst, a
         captured hero illustration push-in, a 3D-rotating product
         photo, a typed-on terminal line, an SVG path drawing itself
         — (Shader bloom is also valid here but optional; the
         non-shader openers above are equally punchy and cheaper.)"

Net effect: agents reading step-3 see shaders as a powerful but
optional rare-use tool, not the default opener / transition / hero
treatment. The "every project uses shaders" pattern should drop.
Parent skill capabilities.md unchanged (it's reference, not authoring
guide — agents read for what shaders DO, not whether to use them).
2026-06-11 18:21:07 -07:00
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