Files
hyperframes/skills/music-to-video/references/motion-primitives/text-spectral-rays/index.html
T
Miao YangandClaude Opus 4.8 a34d3dba4d feat(skills): unify bgm-to-video flows into music-to-video
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>
2026-06-23 21:33:01 +08:00

314 lines
12 KiB
HTML

<!doctype html>
<html
lang="en"
data-composition-variables='[
{"id":"text", "type":"string", "label":"Wordmark", "default":"SPECTRAL"},
{"id":"textColor", "type":"color", "label":"Wordmark fill", "default":"#f6ff7a"},
{"id":"bgColor", "type":"color", "label":"Stage background", "default":"#000000"},
{"id":"sweepSpeed", "type":"number", "label":"Light sweep speed", "default":1, "min":0.2, "max":3, "step":0.1}
]'
>
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=1920, height=1080" />
<title>text_spectral_rays</title>
<script src="../assets/gsap.min.js"></script>
<style>
:root {
--hg-violet: #7c3aed;
--hg-violet-2: #a855f7;
--hg-bg: #000000;
--hg-fg: #f5f5fa;
--hg-dim: #6b6b78;
}
* {
margin: 0;
padding: 0;
box-sizing: border-box;
}
html,
body {
margin: 0;
width: 1920px;
height: 1080px;
overflow: hidden;
background: #000;
font-family: "Inter", system-ui, sans-serif;
color: var(--hg-fg);
-webkit-font-smoothing: antialiased;
}
#scene {
position: absolute;
inset: 0;
width: 1920px;
height: 1080px;
background: #000;
}
.vfx-canvas {
position: absolute;
inset: 0;
width: 1920px;
height: 1080px;
display: block;
}
.label {
position: absolute;
left: 48px;
bottom: 40px;
font-size: 22px;
font-weight: 600;
letter-spacing: 0.18em;
text-transform: uppercase;
color: rgba(255, 255, 255, 0.6);
mix-blend-mode: screen;
pointer-events: none;
}
</style>
</head>
<body>
<div
id="root"
data-composition-id="main"
data-start="0"
data-duration="4"
data-width="1920"
data-height="1080"
>
<div id="scene" class="clip" data-start="0" data-duration="4" data-track-index="1">
<canvas class="vfx-canvas" width="1920" height="1080" aria-hidden="true"></canvas>
<div class="label">text_spectral_rays</div>
</div>
</div>
<script>
window.__timelines = window.__timelines || {};
const tl = gsap.timeline({ paused: true });
(function () {
const W = 1920;
const H = 1080;
const defaults = {
text: "SPECTRAL",
textColor: "#f6ff7a",
bgColor: "#000000",
sweepSpeed: 1,
};
const vars = Object.assign(
{},
defaults,
window.__hyperframes && window.__hyperframes.getVariables
? window.__hyperframes.getVariables()
: {},
);
const canvas = document.querySelector(".vfx-canvas");
const gl = canvas.getContext("webgl", {
premultipliedAlpha: false,
preserveDrawingBuffer: true,
});
// animated state — GSAP tweens these; mouse (the light cursor) is derived
const state = { progress: 0, effectMix: 0 };
const mouse = { x: 0, y: H * 0.5 };
const speed = Number(vars.sweepSpeed) || 1;
// ── Rasterize the wordmark into a white MASK + a coloured SRC canvas ──
function drawWord(ctx, fill) {
ctx.clearRect(0, 0, W, H);
let fs = 340;
const stack = "900 " + fs + 'px "Arial Black", Impact, "Inter", system-ui, sans-serif';
ctx.font = stack;
const maxW = 1600;
const measured = ctx.measureText(vars.text).width || 1;
if (measured > maxW) {
fs = Math.floor((fs * maxW) / measured);
ctx.font = "900 " + fs + 'px "Arial Black", Impact, "Inter", system-ui, sans-serif';
}
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.fillStyle = fill;
ctx.fillText(vars.text, W * 0.5, H * 0.5);
}
const maskCanvas = document.createElement("canvas");
maskCanvas.width = W;
maskCanvas.height = H;
drawWord(maskCanvas.getContext("2d"), "#ffffff");
const colorCanvas = document.createElement("canvas");
colorCanvas.width = W;
colorCanvas.height = H;
drawWord(colorCanvas.getContext("2d"), vars.textColor);
// ── WebGL fallback: flat fill (keeps the timeline registered) ──
if (!gl) {
const ctx = canvas.getContext("2d");
ctx.fillStyle = vars.bgColor;
ctx.fillRect(0, 0, W, H);
tl.to(state, { progress: 1, duration: 3.6, ease: "none" }, 0.2);
window.__timelines["main"] = tl;
return;
}
const VERT = [
"attribute vec2 position;",
"varying vec2 vUv;",
"void main(){",
" vUv = position * 0.5 + 0.5;",
" gl_Position = vec4(position, 0.0, 1.0);",
"}",
].join("\n");
// Volumetric spectral light-rays cast by the text mask toward a moving
// light cursor — ported from the vfx-text-cursor golden sample, made
// generic (reads any text mask/colour). All state from uniforms.
const FRAG = [
"precision highp float;",
"varying vec2 vUv;",
"uniform vec2 resolution;",
"uniform vec2 mouse;",
"uniform float maskY;",
"uniform float maskScale;",
"uniform float effectMix;",
"uniform sampler2D src;",
"uniform sampler2D colorSrc;",
"#define PI 3.141593",
"#define SAMPLES 112.0",
"float hash(vec2 p){ return fract(sin(dot(p, vec2(489.0,589.0))) * 492.0) * 2.0 - 1.0; }",
"float hash(vec3 p){ return fract(sin(dot(p, vec3(489.0,589.0,58.0))) * 492.0) * 2.0 - 1.0; }",
"vec2 hash2(vec3 p){ return vec2(hash(p), hash(p + 1.0)); }",
"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); }",
"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); }",
"vec3 spectrum(float x){ return cos((x - vec3(0.0,0.5,1.0)) * vec3(0.6,1.0,0.5) * PI); }",
"void main(){",
" vec2 uv = vUv;",
" vec2 center = vec2(0.5, 0.5);",
" vec2 maskUv = (uv - center) / maskScale + center + vec2(0.0, maskY / resolution.y);",
" float mask = readMask(maskUv).r;",
" vec4 col0 = readColor(maskUv);",
" vec2 p = uv * 2.0 - 1.0;",
" p.x *= resolution.x / resolution.y;",
" vec2 mp = mouse / resolution;",
" mp.y = 1.0 - mp.y;",
" mp = mp * 2.0 - 1.0;",
" mp.x *= resolution.x / resolution.y;",
" vec2 rp = p;",
" vec2 d = (mp - p) / SAMPLES;",
" float acc = 0.0;",
" for(float i = 0.0; i < SAMPLES; i++){",
" rp += d;",
" rp += hash2(vec3(rp, i)) * 0.5 / SAMPLES;",
" vec2 uv2 = rp;",
" uv2.x /= resolution.x / resolution.y;",
" uv2 = uv2 * 0.5 + 0.5;",
" vec2 rayUv = (uv2 - center) / maskScale + center + vec2(0.0, maskY / resolution.y);",
" acc += readMask(rayUv).r / SAMPLES;",
" }",
" vec4 c = vec4(0.0, 0.0, 0.0, 1.0);",
" c -= acc * 0.24;",
" c += vec4(spectrum(cos(acc * 4.9)), 1.0) * acc * 3.65;",
" c.rgb = max(c.rgb - 0.035, 0.0);",
" c.rgb *= 1.16;",
" float cursorX = mouse.x / resolution.x;",
" float sweep = exp(-pow((uv.x - cursorX) * 6.2, 2.0));",
" float textProximity = smoothstep(0.006, 0.34, acc);",
" float longRay = smoothstep(0.004, 0.18, acc);",
" vec3 sweepColor = vec3(0.14, 0.65, 0.85) + spectrum(cursorX * 1.8) * 0.28;",
" c.rgb += sweepColor * sweep * (0.34 + textProximity * 2.35);",
" c.rgb += spectrum(cursorX + acc * 2.0) * longRay * 0.58;",
" c.rgb += col0.rgb * acc * 1.18;",
" c.rgb += col0.rgb * sweep * mask * 0.92;",
" c.rgb *= effectMix;",
" c.rgb = mix(c.rgb, col0.rgb, smoothstep(0.02, 0.75, col0.a));",
" c.rgb += vec3(1.0) * smoothstep(0.04, 0.38, mask) * 0.12 * effectMix;",
" float grain = hash(vec3(uv.xyy + mouse.x * 0.0007));",
" float dust = smoothstep(0.02, 0.38, acc) + smoothstep(0.03, 0.22, mask);",
" c.rgb += grain * 0.07 * (0.42 + dust) * effectMix;",
" c.rgb += spectrum(grain + cursorX) * abs(grain) * 0.045 * smoothstep(0.02, 0.5, acc) * effectMix;",
" c.a = 1.0;",
" gl_FragColor = c;",
"}",
].join("\n");
function compile(type, source) {
const s = gl.createShader(type);
gl.shaderSource(s, source);
gl.compileShader(s);
return s;
}
const program = gl.createProgram();
gl.attachShader(program, compile(gl.VERTEX_SHADER, VERT));
gl.attachShader(program, compile(gl.FRAGMENT_SHADER, FRAG));
gl.linkProgram(program);
gl.useProgram(program);
function createTexture(source) {
const t = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, t);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, source);
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);
return t;
}
const maskTex = createTexture(maskCanvas);
const colorTex = createTexture(colorCanvas);
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array([-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1]),
gl.STATIC_DRAW,
);
const posLoc = gl.getAttribLocation(program, "position");
const L = (n) => gl.getUniformLocation(program, n);
const uRes = L("resolution");
const uMouse = L("mouse");
const uMaskY = L("maskY");
const uMaskScale = L("maskScale");
const uMix = L("effectMix");
const uSrc = L("src");
const uColorSrc = L("colorSrc");
function render() {
mouse.x = state.progress * W;
mouse.y = H * 0.5;
gl.viewport(0, 0, W, H);
gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.useProgram(program);
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.enableVertexAttribArray(posLoc);
gl.vertexAttribPointer(posLoc, 2, gl.FLOAT, false, 0, 0);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, maskTex);
gl.uniform1i(uSrc, 0);
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, colorTex);
gl.uniform1i(uColorSrc, 1);
gl.uniform2f(uRes, W, H);
gl.uniform2f(uMouse, mouse.x, mouse.y);
gl.uniform1f(uMaskY, 0);
gl.uniform1f(uMaskScale, 1);
gl.uniform1f(uMix, state.effectMix);
gl.drawArrays(gl.TRIANGLES, 0, 6);
}
render(); // initial frame (seek-to-0 correctness)
// All repaint via the timeline's onUpdate — fully seek-safe, no rAF.
tl.eventCallback("onUpdate", render);
// effect punches in, the light cursor sweeps L→R across the wordmark,
// then fades for a clean loop.
tl.set(state, { progress: 0, effectMix: 0 }, 0);
tl.to(state, { effectMix: 1, duration: 0.45, ease: "power3.out" }, 0.15);
tl.to(state, { progress: 1, duration: 3.4 / speed, ease: "none" }, 0.2);
tl.to(state, { effectMix: 0, duration: 0.4, ease: "power2.in" }, 3.6);
window.__timelines["main"] = tl;
})();
</script>
</body>
</html>