Files
hyperframes/docs/catalog/blocks/cinematic-zoom.mdx
T
Miguel Ángel 9734578e60 feat(registry): bring back the video-primitive moves (#3169)
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the same unpublished .html path, so it would have shown an empty frame.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.
2026-08-10 18:46:03 -04:00

413 lines
14 KiB
Plaintext

---
title: "Cinematic Zoom"
description: "Shader transition with dramatic zoom blur"
---
import { InstallCommand } from "/snippets/install-command.jsx";
<iframe
className="w-full aspect-video rounded-xl border-0 bg-zinc-100 dark:bg-zinc-800"
title="cinematic-zoom 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@0.7/dist/hyperframes-player.global.js"><\/script></head><body><script>fetch("/public/catalog/blocks/cinematic-zoom.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/cinematic-zoom.png");document.body.appendChild(p)});<\/script></body></html>`}
/>
## Install
<InstallCommand command="npx hyperframes add cinematic-zoom" />
That writes one file: `compositions/cinematic-zoom.html`.
## Source
<Accordion title={`cinematic-zoom.html`}>
```html
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js"></script>
<style>
@import url("https://fonts.googleapis.com/css2?family=Space+Mono:wght@400;700&family=Bebas+Neue&family=JetBrains+Mono:wght@400;700&family=Lato:wght@400;700&display=block");
* {
margin: 0;
padding: 0;
box-sizing: border-box;
}
html,
body {
width: 1920px;
height: 1080px;
overflow: hidden;
}
</style>
</head>
<body>
<div
id="root"
data-composition-id="main"
data-start="0"
data-duration="4"
data-width="1920"
data-height="1080"
>
<style>
[data-composition-id="main"] {
width: 1920px;
height: 1080px;
overflow: hidden;
position: relative;
background: #3d348b;
}
/* Blueprint grid */
.bp-grid {
position: absolute;
inset: 0;
background-image:
linear-gradient(rgba(255, 255, 255, 0.025) 1px, transparent 1px),
linear-gradient(90deg, rgba(255, 255, 255, 0.025) 1px, transparent 1px);
background-size: 40px 40px;
pointer-events: none;
}
/* Layout */
.bp-left {
position: absolute;
left: 0;
top: 0;
bottom: 0;
width: 1200px;
display: flex;
align-items: center;
justify-content: center;
}
.bp-right {
position: absolute;
right: 0;
top: 0;
bottom: 0;
width: 720px;
display: flex;
flex-direction: column;
justify-content: center;
padding: 60px 60px 60px 40px;
}
.bp-divider {
position: absolute;
left: 1200px;
top: 60px;
bottom: 60px;
width: 1px;
background: #f7b801;
opacity: 0.15;
}
.bp-number {
font-family: "Space Mono", monospace;
font-size: 14px;
font-weight: 700;
letter-spacing: 0.4em;
text-transform: uppercase;
position: absolute;
top: 40px;
left: 60px;
color: #f7b801;
}
/* Right panel typography */
.bp-name {
font-family: "Bebas Neue", sans-serif;
font-size: 38px;
letter-spacing: 0.08em;
margin-bottom: 20px;
color: #f7b801;
}
.bp-plabel {
font-family: "Space Mono", monospace;
font-size: 11px;
font-weight: 700;
letter-spacing: 0.3em;
text-transform: uppercase;
margin-bottom: 10px;
color: #f7b801;
opacity: 0.5;
}
.bp-prompt {
font-family: "JetBrains Mono", monospace;
font-size: 20px;
line-height: 1.6;
padding: 16px 20px;
border-radius: 6px;
margin-bottom: 20px;
color: #f7b801;
background: rgba(247, 184, 1, 0.06);
border: 1px solid rgba(247, 184, 1, 0.12);
}
.bp-desc {
font-family: "Lato", sans-serif;
font-size: 17px;
line-height: 1.6;
color: #a0a0c0;
opacity: 0.55;
}
/* GL scenes (hidden, just for texture capture) */
.scene {
position: absolute;
top: 0;
left: 0;
width: 1200px;
height: 1080px;
overflow: hidden;
display: flex;
align-items: center;
justify-content: center;
}
.scene-label {
font-family: "Bebas Neue", sans-serif;
font-size: 140px;
letter-spacing: 0.06em;
opacity: 0.12;
}
</style>
<div class="bp-grid"></div>
<div class="bp-divider"></div>
<div class="bp-number">07 / 14</div>
<!-- GL demo scenes (captured as textures, then hidden) -->
<div id="s1" class="scene" style="background: #3d348b">
<div class="scene-label" style="color: #f7b801">SCENE A</div>
</div>
<div id="s2" class="scene" style="background: #f7b801; opacity: 0">
<div class="scene-label" style="color: #3d348b">SCENE B</div>
</div>
<!-- GL canvas (left panel only) -->
<canvas
id="gl-canvas"
width="1200"
height="1080"
style="
position: absolute;
top: 0;
left: 0;
width: 1200px;
height: 1080px;
z-index: 10;
pointer-events: none;
display: none;
"
>
</canvas>
<!-- Right panel metadata -->
<div class="bp-right">
<div class="bp-name">Cinematic Zoom</div>
<div class="bp-plabel">Prompt</div>
<div class="bp-prompt">"use cinematic zoom shader transition"</div>
<div class="bp-desc">
Both scenes zoom-blur with per-channel radial offset. From zooms outward, to zooms inward
from tight.
</div>
</div>
<div
id="driver"
class="clip"
data-start="0"
data-duration="4"
data-track-index="0"
style="position: absolute; width: 1px; height: 1px; opacity: 0; pointer-events: none"
></div>
</div>
<script>
window.__timelines = window.__timelines || {};
var glCanvas = document.getElementById("gl-canvas");
var gl = glCanvas.getContext("webgl", { preserveDrawingBuffer: true });
if (!gl) {
console.warn("WebGL not available");
window.__timelines["main"] = gsap.timeline({ paused: true });
} else {
gl.viewport(0, 0, 1200, 1080);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);
var sceneTextures = {};
function captureScene(sceneId) {
var scene = document.getElementById(sceneId);
var origOpacity = scene.style.opacity;
var origZ = scene.style.zIndex;
scene.style.opacity = "1";
scene.style.zIndex = "999";
scene.offsetHeight;
var c = document.createElement("canvas");
c.width = 1200;
c.height = 1080;
var ctx = c.getContext("2d");
ctx.fillStyle = window.getComputedStyle(scene).backgroundColor;
ctx.fillRect(0, 0, 1200, 1080);
var sr = scene.getBoundingClientRect();
var els = scene.querySelectorAll("*");
for (var i = 0; i < els.length; i++) {
var el = els[i],
cs = window.getComputedStyle(el);
if (cs.display === "none" || cs.visibility === "hidden") continue;
var r = el.getBoundingClientRect();
if (r.width < 1 || r.height < 1) continue;
var x = r.left - sr.left,
y = r.top - sr.top,
w = r.width,
h = r.height;
ctx.save();
ctx.globalAlpha = parseFloat(cs.opacity) || 1;
var bg = cs.backgroundColor;
if (bg && bg !== "rgba(0, 0, 0, 0)" && bg !== "transparent") {
ctx.fillStyle = bg;
ctx.fillRect(x, y, w, h);
}
var hasChildEls = el.querySelector("div,span,img,video");
var text = "";
for (var j = 0; j < el.childNodes.length; j++)
if (el.childNodes[j].nodeType === 3) text += el.childNodes[j].textContent;
text = text.trim();
if (text && !hasChildEls) {
ctx.font = cs.fontWeight + " " + cs.fontSize + " " + cs.fontFamily;
ctx.fillStyle = cs.color;
if (cs.letterSpacing && cs.letterSpacing !== "normal")
ctx.letterSpacing = cs.letterSpacing;
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.fillText(text, x + w / 2, y + h / 2);
}
ctx.restore();
}
scene.style.opacity = origOpacity;
scene.style.zIndex = origZ;
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, c);
sceneTextures[sceneId] = tex;
}
var vertSrc =
"attribute vec2 a_pos; varying vec2 v_uv; void main(){" +
"v_uv=a_pos*0.5+0.5; v_uv.y=1.0-v_uv.y; gl_Position=vec4(a_pos,0,1);}";
var quadBuf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, quadBuf);
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]),
gl.STATIC_DRAW,
);
function compileShader(src, type) {
var s = gl.createShader(type);
gl.shaderSource(s, src);
gl.compileShader(s);
if (!gl.getShaderParameter(s, gl.COMPILE_STATUS))
console.error("Shader:", gl.getShaderInfoLog(s));
return s;
}
function mkProg(fragSrc) {
var p = gl.createProgram();
gl.attachShader(p, compileShader(vertSrc, gl.VERTEX_SHADER));
gl.attachShader(p, compileShader(fragSrc, gl.FRAGMENT_SHADER));
gl.linkProgram(p);
if (!gl.getProgramParameter(p, gl.LINK_STATUS))
console.error("Link:", gl.getProgramInfoLog(p));
return p;
}
var H =
"precision mediump float;" +
"varying vec2 v_uv;" +
"uniform sampler2D u_from, u_to;" +
"uniform float u_progress;" +
"uniform vec2 u_resolution;\n";
var progPass = mkProg(H + "void main(){gl_FragColor=texture2D(u_from,v_uv);}");
var progTrans = mkProg(
H +
"void main(){vec2 d=v_uv-vec2(.5);float fromS=u_progress*.08;float toS=(1.-u_progress)*.06;float fr=0.,fg=0.,fb=0.;for(int i=0;i<12;i++){float f=float(i)/12.;fr+=texture2D(u_from,v_uv-d*(fromS*1.06)*f).r;fg+=texture2D(u_from,v_uv-d*fromS*f).g;fb+=texture2D(u_from,v_uv-d*(fromS*.94)*f).b;}vec3 fromBl=vec3(fr,fg,fb)/12.;float tr=0.,tg=0.,tb=0.;for(int i=0;i<12;i++){float f=float(i)/12.;tr+=texture2D(u_to,v_uv+d*(toS*1.06)*f).r;tg+=texture2D(u_to,v_uv+d*toS*f).g;tb+=texture2D(u_to,v_uv+d*(toS*.94)*f).b;}vec3 toBl=vec3(tr,tg,tb)/12.;gl_FragColor=vec4(mix(fromBl,toBl,u_progress),1.);}",
);
function renderShader(prog, texFrom, texTo, progress) {
gl.useProgram(prog);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texFrom);
gl.uniform1i(gl.getUniformLocation(prog, "u_from"), 0);
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, texTo);
gl.uniform1i(gl.getUniformLocation(prog, "u_to"), 1);
gl.uniform1f(gl.getUniformLocation(prog, "u_progress"), progress);
gl.uniform2f(gl.getUniformLocation(prog, "u_resolution"), 1200, 1080);
var pos = gl.getAttribLocation(prog, "a_pos");
gl.bindBuffer(gl.ARRAY_BUFFER, quadBuf);
gl.enableVertexAttribArray(pos);
gl.vertexAttribPointer(pos, 2, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
}
function easeInOut(p) {
return p < 0.5 ? 2 * p * p : 1 - Math.pow(-2 * p + 2, 2) / 2;
}
captureScene("s1");
captureScene("s2");
glCanvas.style.display = "block";
renderShader(progPass, sceneTextures["s1"], sceneTextures["s1"], 0);
document.querySelectorAll(".scene").forEach(function (s) {
s.style.opacity = "0";
});
var tl = gsap.timeline({
paused: true,
onUpdate: function () {
var t = tl.time();
if (t >= 1.0 && t < 3.0) {
renderShader(
progTrans,
sceneTextures["s1"],
sceneTextures["s2"],
easeInOut((t - 1.0) / 2.0),
);
} else if (t >= 3.0) {
renderShader(progPass, sceneTextures["s2"], sceneTextures["s2"], 0);
} else {
renderShader(progPass, sceneTextures["s1"], sceneTextures["s1"], 0);
}
},
});
tl.to({ v: 0 }, { v: 1, duration: 4, ease: "none" }, 0);
window.__timelines["main"] = tl;
} // end if (gl)
</script>
</body>
</html>
```
</Accordion>
## Usage
After installing, add the block to your host composition:
```html
<div data-composition-id="cinematic-zoom" data-composition-src="compositions/cinematic-zoom.html" data-start="0" data-duration="4" data-track-index="1" data-width="1920" data-height="1080"></div>
```
{/* hf:generated-footer */}
Tagged `transition` `shader`.
## Related topics
- [Browse the complete Catalog](/catalog)
- [Add assets and Catalog items in Studio](/studio/assets-and-blocks)
- [Build a richer composition](/go-further)