mirror of
https://github.com/heygen-com/hyperframes.git
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Replace bgm-to-video, bgm-to-video-new, bgm-to-video-refactor, and the standalone beat-sync/montage skills with a single music-to-video skill. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
314 lines
12 KiB
HTML
314 lines
12 KiB
HTML
<!doctype html>
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<html
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lang="en"
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data-composition-variables='[
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{"id":"text", "type":"string", "label":"Wordmark", "default":"SPECTRAL"},
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{"id":"textColor", "type":"color", "label":"Wordmark fill", "default":"#f6ff7a"},
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{"id":"bgColor", "type":"color", "label":"Stage background", "default":"#000000"},
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{"id":"sweepSpeed", "type":"number", "label":"Light sweep speed", "default":1, "min":0.2, "max":3, "step":0.1}
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]'
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>
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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>text_spectral_rays</title>
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<script src="../assets/gsap.min.js"></script>
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<style>
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:root {
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--hg-violet: #7c3aed;
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--hg-violet-2: #a855f7;
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--hg-bg: #000000;
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--hg-fg: #f5f5fa;
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--hg-dim: #6b6b78;
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}
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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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margin: 0;
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width: 1920px;
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height: 1080px;
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overflow: hidden;
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background: #000;
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font-family: "Inter", system-ui, sans-serif;
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color: var(--hg-fg);
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-webkit-font-smoothing: antialiased;
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}
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#scene {
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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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background: #000;
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}
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.vfx-canvas {
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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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.label {
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position: absolute;
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left: 48px;
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bottom: 40px;
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font-size: 22px;
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font-weight: 600;
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letter-spacing: 0.18em;
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text-transform: uppercase;
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color: rgba(255, 255, 255, 0.6);
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mix-blend-mode: screen;
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pointer-events: none;
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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="main"
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data-start="0"
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data-duration="4"
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data-width="1920"
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data-height="1080"
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>
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<div id="scene" class="clip" data-start="0" data-duration="4" data-track-index="1">
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<canvas class="vfx-canvas" width="1920" height="1080" aria-hidden="true"></canvas>
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<div class="label">text_spectral_rays</div>
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</div>
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</div>
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<script>
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window.__timelines = window.__timelines || {};
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const tl = gsap.timeline({ paused: true });
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(function () {
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const W = 1920;
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const H = 1080;
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const defaults = {
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text: "SPECTRAL",
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textColor: "#f6ff7a",
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bgColor: "#000000",
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sweepSpeed: 1,
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};
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const vars = Object.assign(
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{},
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defaults,
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window.__hyperframes && window.__hyperframes.getVariables
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? window.__hyperframes.getVariables()
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: {},
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);
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const canvas = document.querySelector(".vfx-canvas");
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const gl = canvas.getContext("webgl", {
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premultipliedAlpha: false,
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preserveDrawingBuffer: true,
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});
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// animated state — GSAP tweens these; mouse (the light cursor) is derived
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const state = { progress: 0, effectMix: 0 };
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const mouse = { x: 0, y: H * 0.5 };
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const speed = Number(vars.sweepSpeed) || 1;
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// ── Rasterize the wordmark into a white MASK + a coloured SRC canvas ──
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function drawWord(ctx, fill) {
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ctx.clearRect(0, 0, W, H);
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let fs = 340;
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const stack = "900 " + fs + 'px "Arial Black", Impact, "Inter", system-ui, sans-serif';
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ctx.font = stack;
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const maxW = 1600;
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const measured = ctx.measureText(vars.text).width || 1;
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if (measured > maxW) {
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fs = Math.floor((fs * maxW) / measured);
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ctx.font = "900 " + fs + 'px "Arial Black", Impact, "Inter", system-ui, sans-serif';
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}
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ctx.textAlign = "center";
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ctx.textBaseline = "middle";
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ctx.fillStyle = fill;
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ctx.fillText(vars.text, W * 0.5, H * 0.5);
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}
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const maskCanvas = document.createElement("canvas");
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maskCanvas.width = W;
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maskCanvas.height = H;
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drawWord(maskCanvas.getContext("2d"), "#ffffff");
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const colorCanvas = document.createElement("canvas");
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colorCanvas.width = W;
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colorCanvas.height = H;
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drawWord(colorCanvas.getContext("2d"), vars.textColor);
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// ── WebGL fallback: flat fill (keeps the timeline registered) ──
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if (!gl) {
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const ctx = canvas.getContext("2d");
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ctx.fillStyle = vars.bgColor;
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ctx.fillRect(0, 0, W, H);
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tl.to(state, { progress: 1, duration: 3.6, ease: "none" }, 0.2);
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window.__timelines["main"] = tl;
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return;
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}
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const VERT = [
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"attribute vec2 position;",
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"varying vec2 vUv;",
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"void main(){",
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" vUv = position * 0.5 + 0.5;",
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" gl_Position = vec4(position, 0.0, 1.0);",
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"}",
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].join("\n");
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// Volumetric spectral light-rays cast by the text mask toward a moving
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// light cursor — ported from the vfx-text-cursor golden sample, made
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// generic (reads any text mask/colour). All state from uniforms.
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const FRAG = [
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"precision highp float;",
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"varying vec2 vUv;",
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"uniform vec2 resolution;",
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"uniform vec2 mouse;",
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"uniform float maskY;",
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"uniform float maskScale;",
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"uniform float effectMix;",
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"uniform sampler2D src;",
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"uniform sampler2D colorSrc;",
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"#define PI 3.141593",
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"#define SAMPLES 112.0",
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"float hash(vec2 p){ return fract(sin(dot(p, vec2(489.0,589.0))) * 492.0) * 2.0 - 1.0; }",
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"float hash(vec3 p){ return fract(sin(dot(p, vec3(489.0,589.0,58.0))) * 492.0) * 2.0 - 1.0; }",
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"vec2 hash2(vec3 p){ return vec2(hash(p), hash(p + 1.0)); }",
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"vec4 readMask(vec2 uv){ if(uv.x<0.0||uv.x>1.0||uv.y<0.0||uv.y>1.0){return vec4(0.0);} return texture2D(src, uv); }",
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"vec4 readColor(vec2 uv){ if(uv.x<0.0||uv.x>1.0||uv.y<0.0||uv.y>1.0){return vec4(0.0);} return texture2D(colorSrc, uv); }",
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"vec3 spectrum(float x){ return cos((x - vec3(0.0,0.5,1.0)) * vec3(0.6,1.0,0.5) * PI); }",
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"void main(){",
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" vec2 uv = vUv;",
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" vec2 center = vec2(0.5, 0.5);",
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" vec2 maskUv = (uv - center) / maskScale + center + vec2(0.0, maskY / resolution.y);",
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" float mask = readMask(maskUv).r;",
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" vec4 col0 = readColor(maskUv);",
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" vec2 p = uv * 2.0 - 1.0;",
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" p.x *= resolution.x / resolution.y;",
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" vec2 mp = mouse / resolution;",
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" mp.y = 1.0 - mp.y;",
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" mp = mp * 2.0 - 1.0;",
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" mp.x *= resolution.x / resolution.y;",
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" vec2 rp = p;",
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" vec2 d = (mp - p) / SAMPLES;",
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" float acc = 0.0;",
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" for(float i = 0.0; i < SAMPLES; i++){",
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" rp += d;",
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" rp += hash2(vec3(rp, i)) * 0.5 / SAMPLES;",
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" vec2 uv2 = rp;",
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" uv2.x /= resolution.x / resolution.y;",
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" uv2 = uv2 * 0.5 + 0.5;",
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" vec2 rayUv = (uv2 - center) / maskScale + center + vec2(0.0, maskY / resolution.y);",
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" acc += readMask(rayUv).r / SAMPLES;",
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" }",
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" vec4 c = vec4(0.0, 0.0, 0.0, 1.0);",
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" c -= acc * 0.24;",
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" c += vec4(spectrum(cos(acc * 4.9)), 1.0) * acc * 3.65;",
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" c.rgb = max(c.rgb - 0.035, 0.0);",
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" c.rgb *= 1.16;",
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" float cursorX = mouse.x / resolution.x;",
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" float sweep = exp(-pow((uv.x - cursorX) * 6.2, 2.0));",
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" float textProximity = smoothstep(0.006, 0.34, acc);",
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" float longRay = smoothstep(0.004, 0.18, acc);",
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" vec3 sweepColor = vec3(0.14, 0.65, 0.85) + spectrum(cursorX * 1.8) * 0.28;",
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" c.rgb += sweepColor * sweep * (0.34 + textProximity * 2.35);",
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" c.rgb += spectrum(cursorX + acc * 2.0) * longRay * 0.58;",
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" c.rgb += col0.rgb * acc * 1.18;",
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" c.rgb += col0.rgb * sweep * mask * 0.92;",
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" c.rgb *= effectMix;",
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" c.rgb = mix(c.rgb, col0.rgb, smoothstep(0.02, 0.75, col0.a));",
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" c.rgb += vec3(1.0) * smoothstep(0.04, 0.38, mask) * 0.12 * effectMix;",
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" float grain = hash(vec3(uv.xyy + mouse.x * 0.0007));",
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" float dust = smoothstep(0.02, 0.38, acc) + smoothstep(0.03, 0.22, mask);",
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" c.rgb += grain * 0.07 * (0.42 + dust) * effectMix;",
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" c.rgb += spectrum(grain + cursorX) * abs(grain) * 0.045 * smoothstep(0.02, 0.5, acc) * effectMix;",
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" c.a = 1.0;",
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" gl_FragColor = c;",
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"}",
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].join("\n");
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function compile(type, source) {
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const s = gl.createShader(type);
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gl.shaderSource(s, source);
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gl.compileShader(s);
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return s;
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}
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const program = gl.createProgram();
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gl.attachShader(program, compile(gl.VERTEX_SHADER, VERT));
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gl.attachShader(program, compile(gl.FRAGMENT_SHADER, FRAG));
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gl.linkProgram(program);
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gl.useProgram(program);
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function createTexture(source) {
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const t = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, t);
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gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, source);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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return t;
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}
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const maskTex = createTexture(maskCanvas);
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const colorTex = createTexture(colorCanvas);
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const buffer = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
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gl.bufferData(
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gl.ARRAY_BUFFER,
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new Float32Array([-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1]),
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gl.STATIC_DRAW,
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);
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const posLoc = gl.getAttribLocation(program, "position");
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const L = (n) => gl.getUniformLocation(program, n);
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const uRes = L("resolution");
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const uMouse = L("mouse");
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const uMaskY = L("maskY");
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const uMaskScale = L("maskScale");
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const uMix = L("effectMix");
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const uSrc = L("src");
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const uColorSrc = L("colorSrc");
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function render() {
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mouse.x = state.progress * W;
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mouse.y = H * 0.5;
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gl.viewport(0, 0, W, H);
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gl.clearColor(0, 0, 0, 1);
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gl.clear(gl.COLOR_BUFFER_BIT);
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gl.useProgram(program);
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gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
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gl.enableVertexAttribArray(posLoc);
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gl.vertexAttribPointer(posLoc, 2, gl.FLOAT, false, 0, 0);
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, maskTex);
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gl.uniform1i(uSrc, 0);
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gl.activeTexture(gl.TEXTURE1);
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gl.bindTexture(gl.TEXTURE_2D, colorTex);
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gl.uniform1i(uColorSrc, 1);
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gl.uniform2f(uRes, W, H);
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gl.uniform2f(uMouse, mouse.x, mouse.y);
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gl.uniform1f(uMaskY, 0);
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gl.uniform1f(uMaskScale, 1);
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gl.uniform1f(uMix, state.effectMix);
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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}
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render(); // initial frame (seek-to-0 correctness)
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// All repaint via the timeline's onUpdate — fully seek-safe, no rAF.
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tl.eventCallback("onUpdate", render);
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// effect punches in, the light cursor sweeps L→R across the wordmark,
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// then fades for a clean loop.
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tl.set(state, { progress: 0, effectMix: 0 }, 0);
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tl.to(state, { effectMix: 1, duration: 0.45, ease: "power3.out" }, 0.15);
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tl.to(state, { progress: 1, duration: 3.4 / speed, ease: "none" }, 0.2);
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tl.to(state, { effectMix: 0, duration: 0.4, ease: "power2.in" }, 3.6);
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window.__timelines["main"] = tl;
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})();
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</script>
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</body>
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</html>
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