Files
terencecho 0986bd9e48 fix(player): drive composition ticks from widget-frame rAF via postMessage (#739)
* fix(player): drive composition ticks from widget-frame rAF via postMessage

Chromium throttles requestAnimationFrame in deeply nested cross-origin
iframes. In Claude desktop (Electron), the composition iframe's own rAF
loop stalls, so GSAP is never seeked and animation freezes even when
TransportClock.isPlaying() is true.

The correct fix is to drive ticks from the widget-frame rAF, which lives
one level up and is not subject to the same throttling. When play() takes
the runtime bridge path (no direct timeline adapter), the player now starts
a parent-frame rAF loop that sends "tick" postMessages to the composition
iframe on every frame. The runtime's control bridge handles "tick" by calling
seekTimelineAndAdapters(clock.now()) if the clock is playing — identical to
what transportTick does on each rAF, just driven from outside.

The composition iframe's own rAF loop is unchanged and keeps running
normally in standard browsers. Seeking GSAP twice per frame is idempotent,
so there is no regression on claude.ai or any other non-throttled environment.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* fix(player): address review issues in parent tick clock

- _paused must be false before _startParentTickClock runs; otherwise
  the first RAF callback sees _paused=true and self-terminates immediately

- Guard _startParentTickClock behind this._ready && !this._directTimelineAdapter
  so tick messages aren't sent into an uninitialized iframe when play() is
  called before the composition probe has resolved

- Add clock.reachedEnd() check to onTick so end-of-composition handling
  (pause, seek-to-end, postState) runs even when the composition iframe
  RAF is fully throttled

- Stop the parent tick clock in seek() alongside _stopDirectTimelineClock
  to avoid burning CPU frames while paused after a scrub

- Add onTick to bridge.test.ts createMockDeps() and add a dispatch test

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* chore: bump versions to 0.6.5-alpha.0 for testing

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-13 14:01:53 -07:00
..

@hyperframes/shader-transitions

WebGL shader transitions for HyperFrames compositions. Renders GPU-accelerated scene-to-scene transitions using fragment shaders, driven by GSAP timelines.

Install

npm install @hyperframes/shader-transitions

Or load directly via CDN:

<script src="https://cdn.jsdelivr.net/npm/@hyperframes/shader-transitions/dist/index.global.js"></script>

Usage

import { init } from "@hyperframes/shader-transitions";

const tl = init({
  bgColor: "#0a0a0a",
  accentColor: "#ff6b2b",
  scenes: ["scene-1", "scene-2", "scene-3"],
  transitions: [
    { time: 3, shader: "domain-warp", duration: 0.8 },
    { time: 8, shader: "light-leak", duration: 0.7 },
  ],
});

The init() function pre-captures animated scene samples for every transition, composites cached samples with the selected shader during playback, and returns a GSAP timeline. Scene animations keep advancing through shader transitions without running DOM captures in the playback loop. If WebGL is unavailable, it falls back to normal timeline playback without shader compositing.

When the browser exposes Chrome's experimental CanvasDrawElement API, scene capture uses native HTML-in-canvas via drawElementImage(). Other browsers keep using the existing html2canvas fallback. You can feature-detect the native path with isHtmlInCanvasCaptureSupported().

With an existing timeline

Pass your own GSAP timeline to layer transitions onto it:

const tl = gsap.timeline({ paused: true });
// ... add your scene animations ...

init({
  bgColor: "#000",
  scenes: ["intro", "demo", "outro"],
  transitions: [
    { time: 5, shader: "cinematic-zoom" },
    { time: 12, shader: "glitch", duration: 0.5 },
  ],
  timeline: tl,
});

Available shaders

Shader Description
domain-warp Organic noise-based warp with glowing edge
ridged-burn Ridged noise burn with sparks and heat glow
whip-pan Horizontal motion blur simulating a fast camera pan
sdf-iris Circular iris wipe with glowing ring edge
ripple-waves Concentric ripple distortion radiating from center
gravitational-lens Warping gravity well with chromatic aberration
cinematic-zoom Radial zoom blur with chromatic fringing
chromatic-split RGB channel separation expanding from center
glitch Digital glitch with block displacement and scanlines
swirl-vortex Spiral rotation with noise-based warping
thermal-distortion Heat shimmer rising from the bottom
flash-through-white Flash to white then reveal the next scene
cross-warp-morph Noise-driven morph blending both scenes
light-leak Warm cinematic light leak with lens flare

API

init(config): GsapTimeline

Option Type Required Description
bgColor string yes Fallback background color (hex) for scene capture. Use the composition's body/canvas background — individual scenes set their own background-color via CSS.
accentColor string no Accent color (hex) for shader glow effects
scenes string[] yes Element IDs of each scene, in order
transitions TransitionConfig[] yes Transition definitions (see below)
timeline GsapTimeline no Existing timeline to attach transitions to
compositionId string no Override the data-composition-id for timeline registration
previewCaptureFps number no Browser preview pre-capture samples per transition second. Defaults to 30; rendering uses deterministic per-frame compositing instead.

Browser preview capture scale and transition-prep loading UI ownership are controlled by <hyperframes-player> (shader-capture-scale, shader-loading) instead of composition code. Direct non-player previews keep the built-in full-fidelity loading fallback.

Browser previews store captured transition snapshots in IndexedDB using a key derived from composition ID, scene DOM/style signatures, transition timing, capture FPS, scale, and dimensions. On refresh, matching snapshots are reloaded into WebGL textures instead of being captured again. Runtime scene or stylesheet edits mark only adjacent transition caches dirty; recapture is deferred until playback so editing stays responsive.

TransitionConfig

Option Type Default Description
time number — Start time in seconds
shader ShaderName — Shader name from the table above
duration number 0.7 Transition duration in seconds
ease string "power2.inOut" GSAP easing function

SHADER_NAMES

Array of all available shader name strings, useful for validation or building UIs.

import { SHADER_NAMES } from "@hyperframes/shader-transitions";
// ["domain-warp", "ridged-burn", "whip-pan", ...]

Distribution

Format File Use case
ESM dist/index.js Bundlers (Vite, webpack, etc.)
CJS dist/index.cjs Node.js / require()
IIFE dist/index.global.js <script> tag, CDN (global: HyperShader)

All formats include source maps. TypeScript definitions included.

License

MIT