Every SKILL.md already declared the new name — name: frames, frames-cli, frames-core, and so on — but the directories were never moved, so the tree carried frames-* in content and hyperframes-* on disk. Everything that resolves a skill by path missed: the core-skill list, the plugin marketplace pin, and the docs the CLI reads at runtime. Eight tests failed on main because the files they open do not exist. The directories now match what the files say they are, and the guide the claude-design contract reads takes the name that contract already used.
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HTML-in-Canvas Patterns
Frames' most powerful visual capability. Capture ANY live HTML/CSS as a GPU texture, then render it through WebGL shaders, Three.js 3D scenes, or post-processing effects — at 60fps, pixel-perfect, with every CSS feature supported.
Read this file when a beat deserves cinematic treatment beyond flat GSAP animations. Use for 1-3 hero beats per video, not every beat. The rest can use standard GSAP — the contrast between flat beats and HTML-in-Canvas beats IS part of the visual storytelling.
Core Boilerplate (same in every HTML-in-Canvas composition)
Every HTML-in-Canvas effect shares this structure. Learn this once, adapt it for any effect.
<!-- 1. Source HTML — your content goes inside a layoutsubtree canvas -->
<canvas
id="hic-source"
layoutsubtree
width="1920"
height="1080"
style="position:absolute;inset:0;opacity:0;"
>
<div id="hic-content" style="width:1920px;height:1080px;">
<!-- YOUR HTML CONTENT HERE — text, images, cards, dashboards, anything -->
</div>
</canvas>
<!-- 2. Render target — the visible canvas that shows the effect -->
<canvas id="hic-output" width="1920" height="1080" style="position:absolute;inset:0;"></canvas>
// 3. Feature detection — always check, always provide fallback
function isHiCSupported() {
var tc = document.createElement("canvas");
if (!("layoutSubtree" in tc)) return false;
tc.setAttribute("layoutsubtree", "");
var ctx = tc.getContext("2d");
return ctx && typeof ctx.drawElementImage === "function";
}
var apiOk = isHiCSupported();
// 4. Capture function — call this every frame in onUpdate
var capCanvas = document.getElementById("hic-source");
var capCtx = capCanvas.getContext("2d");
function captureContent() {
if (apiOk) {
capCtx.drawElementImage(document.getElementById("hic-content"), 0, 0, 1920, 1080);
}
}
// 5. Drive from GSAP timeline — capture + render every frame
tl.to(
proxy,
{
/* your animation properties */
duration: BEAT_DURATION,
ease: "sine.inOut",
onUpdate: function () {
captureContent();
// render your effect here (Three.js or WebGL2)
},
},
0,
);
Fallback: When drawElementImage is not available (preview without Chrome flag), draw a solid-color placeholder or use Canvas 2D text. The Frames renderer auto-enables the flag — the effect WILL work in the final video. See the liquid-glass block for a complete fallback example.
Effect Catalog
1. 3D Rotation with Bloom (Three.js)
What it looks like: Content floats in 3D space, slowly rotating with cinematic glow around bright edges. Like a product screenshot displayed in a dark theater.
When to use: Hero product showcase, feature reveal, CTA with premium feel.
Key Three.js components: PlaneGeometry + CanvasTexture + EffectComposer + UnrealBloomPass
// After the boilerplate above, add:
var scene3d = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(45, 1920 / 1080, 0.1, 100);
camera.position.set(0, 0, 4);
var renderer = new THREE.WebGLRenderer({
canvas: document.getElementById("hic-output"),
antialias: true,
alpha: true,
});
renderer.setSize(1920, 1080);
var texture = new THREE.CanvasTexture(capCanvas);
var mesh = new THREE.Mesh(
new THREE.PlaneGeometry(3.6, 2.2),
new THREE.MeshBasicMaterial({ map: texture }),
);
scene3d.add(mesh);
// Post-processing: bloom for cinematic glow.
// EffectComposer / RenderPass / UnrealBloomPass are ES-module named imports
// (see the import block below) — they're NOT properties of THREE in modern
// versions. Three.js r150+ removed the UMD `examples/js/` globals.
var composer = new EffectComposer(renderer);
composer.addPass(new RenderPass(scene3d, camera));
composer.addPass(new UnrealBloomPass(new THREE.Vector2(1920, 1080), 0.3, 0.4, 0.85));
var proxy = { rotY: -0.12, zoom: 4.2 };
tl.to(
proxy,
{
rotY: 0.12,
zoom: 3.6,
duration: BEAT_DURATION,
ease: "sine.inOut",
onUpdate: function () {
captureContent();
texture.needsUpdate = true;
mesh.rotation.y = proxy.rotY;
camera.position.z = proxy.zoom;
composer.render();
},
},
0,
);
Load Three.js and post-processing via ESM (use a type="module" script):
<script type="module">
import * as THREE from "https://cdn.jsdelivr.net/npm/[email protected]/+esm";
import { EffectComposer } from "https://cdn.jsdelivr.net/npm/[email protected]/examples/jsm/postprocessing/EffectComposer.js";
import { RenderPass } from "https://cdn.jsdelivr.net/npm/[email protected]/examples/jsm/postprocessing/RenderPass.js";
import { ShaderPass } from "https://cdn.jsdelivr.net/npm/[email protected]/examples/jsm/postprocessing/ShaderPass.js";
import { UnrealBloomPass } from "https://cdn.jsdelivr.net/npm/[email protected]/examples/jsm/postprocessing/UnrealBloomPass.js";
// ... rest of composition code using these imports
</script>
The examples/js/ path was removed in Three.js r152. Use examples/jsm/ (ES modules) with [email protected] — the version used by the Frames Three.js adapter.
2. Magnetic Cursor Distortion (Raw WebGL2)
What it looks like: Content warps and bends toward a moving point, like a magnet pulling on pixels. Chromatic aberration splits RGB channels at the distortion site.
When to use: Interactive feel, product demo with cursor, "look at THIS feature" moment.
Key technique: Custom fragment shader with Gaussian warp + chromatic split. No Three.js needed — just raw WebGL2.
// WebGL2 setup
var gl = document.getElementById("hic-output").getContext("webgl2", {
alpha: false,
preserveDrawingBuffer: true,
});
// Vertex shader — full-screen quad
var VS = `#version 300 es
in vec2 a_pos;
out vec2 v_uv;
void main() {
v_uv = a_pos * 0.5 + 0.5;
gl_Position = vec4(a_pos, 0.0, 1.0);
}`;
// Fragment shader — magnetic warp + chromatic aberration
var FS = `#version 300 es
precision highp float;
in vec2 v_uv;
out vec4 fragColor;
uniform sampler2D u_tex;
uniform vec2 u_cursor; // cursor position (0-1)
uniform float u_strength; // warp strength (0-1)
void main() {
vec2 uv = v_uv;
vec2 delta = uv - u_cursor;
float dist = length(delta);
float warp = u_strength * exp(-dist * dist * 8.0);
vec2 warped = uv - delta * warp * 0.3;
// Chromatic aberration at distortion site
float aberration = warp * 0.008;
float r = texture(u_tex, warped + vec2(aberration, 0.0)).r;
float g = texture(u_tex, warped).g;
float b = texture(u_tex, warped - vec2(aberration, 0.0)).b;
fragColor = vec4(r, g, b, 1.0);
}`;
// Compile, link, setup quad geometry, upload texture...
// (See registry/blocks/vfx-magnetic/vfx-magnetic.html for complete implementation)
// Drive cursor position from GSAP
var proxy = { cx: 0.2, cy: 0.5, strength: 0.0 };
tl.to(
proxy,
{
cx: 0.8,
cy: 0.4,
strength: 1.0,
duration: BEAT_DURATION,
ease: "power2.inOut",
onUpdate: function () {
captureContent();
// Upload texture, set uniforms, draw
gl.uniform2f(cursorLoc, proxy.cx, proxy.cy);
gl.uniform1f(strengthLoc, proxy.strength);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
},
},
0,
);
3. Shatter / Fragment Explosion (Three.js)
What it looks like: Content breaks into geometric fragments that fly apart, revealing what's behind.
When to use: Dramatic transition, "breaking free" moment, tension release.
Key technique: Subdivide the source texture into triangle mesh fragments using BufferGeometry, then animate each fragment's position/rotation with GSAP.
Study registry/blocks/vfx-shatter/vfx-shatter.html for the complete 1156-line implementation. The core idea:
// 1. Capture content to texture (same boilerplate)
// Seeded PRNG for determinism — Math.random() is banned
function mulberry32(seed) {
return function () {
seed |= 0;
seed = (seed + 0x6d2b79f5) | 0;
var t = Math.imul(seed ^ (seed >>> 15), 1 | seed);
t ^= t + Math.imul(t ^ (t >>> 7), 61 | t);
return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
};
}
var rng = mulberry32(42);
// 2. Create N triangle fragments from the texture
var fragments = [];
for (var i = 0; i < NUM_FRAGMENTS; i++) {
var geom = new THREE.BufferGeometry();
var mesh = new THREE.Mesh(geom, new THREE.MeshBasicMaterial({ map: texture }));
scene3d.add(mesh);
fragments.push({ mesh: mesh, targetPos: randomExplosionVector(rng), delay: rng() * 0.5 });
}
// 3. Animate: first hold still, then EXPLODE
tl.to({}, { duration: holdTime }, 0);
fragments.forEach(function (frag) {
tl.to(
frag.mesh.position,
{
x: frag.targetPos.x,
y: frag.targetPos.y,
z: frag.targetPos.z,
duration: 0.8,
ease: "power3.in",
},
holdTime + frag.delay,
);
tl.to(
frag.mesh.rotation,
{ x: rng() * 4, y: rng() * 4, duration: 0.8, ease: "power2.in" },
holdTime + frag.delay,
);
});
4. Liquid / Fluid Surface (Three.js)
What it looks like: Content floats above a rippling liquid surface with real-time wave dynamics. Or content IS the surface, undulating like water.
When to use: Organic/premium feel, ambient background, "living" product showcase.
Key technique: Subdivided PlaneGeometry with vertex displacement driven by noise functions in a vertex shader.
Study registry/blocks/vfx-liquid-background/vfx-liquid-background.html for the 1244-line implementation. Core idea:
// Custom vertex shader with wave displacement
var vertexShader = `
varying vec2 vUv;
uniform float u_time;
void main() {
vUv = uv;
vec3 pos = position;
// Sine wave displacement
pos.z += sin(pos.x * 3.0 + u_time * 2.0) * 0.15;
pos.z += cos(pos.y * 2.5 + u_time * 1.5) * 0.1;
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
}
`;
var mesh = new THREE.Mesh(
new THREE.PlaneGeometry(4, 3, 64, 64), // heavily subdivided for smooth waves
new THREE.ShaderMaterial({
vertexShader: vertexShader,
fragmentShader: `varying vec2 vUv; uniform sampler2D u_tex;
void main() { gl_FragColor = texture2D(u_tex, vUv); }`,
uniforms: {
u_tex: { value: texture },
u_time: { value: 0 },
},
}),
);
5. Portal / Dimensional Reveal (Three.js)
What it looks like: A glowing circular portal opens and content emerges through it from another dimension.
When to use: Product reveal, "entering the app" moment, hero feature introduction.
Study registry/blocks/vfx-portal/vfx-portal.html for the complete 863-line implementation.
When to Use HTML-in-Canvas vs Standard GSAP
| Scenario | Use | Why |
|---|---|---|
| Hero product screenshot showcase | HTML-in-Canvas (3D rotation + bloom) | Makes flat UI feel cinematic |
| Feature list / stats | Standard GSAP | Content-focused, doesn't need 3D |
| CTA / brand reveal | HTML-in-Canvas (portal or magnetic) | Makes the moment memorable |
| Social proof / logos | Standard GSAP | Orderly cascade, trust is steady |
| Transition between acts | HTML-in-Canvas (shatter) | Dramatic act break |
| Background atmosphere | HTML-in-Canvas (liquid surface) | Premium ambient feel |
| Quick feature cards | Standard GSAP | Speed matters, 3D would slow it down |
More Effects You Can Build
These aren't in the VFX blocks — build them yourself from the core boilerplate + a custom fragment shader. Each effect is a single GLSL function applied to the captured texture.
6. Noise Dissolve
Content dissolves into noise particles, revealing what's behind. Great for transitions.
// Fragment shader — noise-based dissolve
uniform float u_progress; // 0.0 = fully visible, 1.0 = fully dissolved
uniform sampler2D u_tex;
float hash(vec2 p) {
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
}
void main() {
vec2 uv = v_uv;
float noise = hash(uv * 50.0);
float threshold = u_progress;
if (noise < threshold) {
// Edge glow at the dissolve boundary
float edge = smoothstep(threshold - 0.05, threshold, noise);
fragColor = vec4(1.0, 0.6, 0.2, 1.0) * (1.0 - edge); // orange edge glow
} else {
fragColor = texture(u_tex, uv);
}
}
7. Holographic / Iridescent
Content gets a rainbow-shifting holographic sheen that moves with time. Premium, futuristic feel.
uniform float u_time;
uniform sampler2D u_tex;
void main() {
vec4 color = texture(u_tex, v_uv);
// Iridescent color shift based on position + time
float angle = v_uv.x * 6.28 + v_uv.y * 3.14 + u_time * 0.5;
vec3 holo = vec3(
sin(angle) * 0.5 + 0.5,
sin(angle + 2.094) * 0.5 + 0.5,
sin(angle + 4.189) * 0.5 + 0.5
);
// Blend holographic over content (subtle overlay)
fragColor = vec4(mix(color.rgb, holo, 0.15 + 0.1 * sin(u_time)), color.a);
}
8. Scan Lines + CRT
Retro CRT monitor look — scan lines, slight curvature, phosphor glow. Great for "code" or "terminal" beats.
uniform sampler2D u_tex;
uniform float u_time;
void main() {
vec2 uv = v_uv;
// Barrel distortion (CRT curvature)
vec2 centered = uv - 0.5;
float dist = dot(centered, centered);
uv = uv + centered * dist * 0.15;
vec4 color = texture(u_tex, uv);
// Scan lines
float scanline = sin(uv.y * 800.0) * 0.04;
color.rgb -= scanline;
// Slight RGB offset (phosphor)
color.r = texture(u_tex, uv + vec2(0.001, 0.0)).r;
color.b = texture(u_tex, uv - vec2(0.001, 0.0)).b;
// Vignette
float vignette = 1.0 - dist * 2.0;
fragColor = vec4(color.rgb * vignette, 1.0);
}
9. Frosted Glass Blur
Content behind frosted glass — visible but softened, with subtle light refraction. Good for "behind the scenes" or "coming soon" moments.
uniform sampler2D u_tex;
uniform float u_blur; // 0.0 = clear, 1.0 = full frost
void main() {
vec2 uv = v_uv;
vec4 color = vec4(0.0);
// Box blur with offset
float radius = u_blur * 0.015;
for (float x = -2.0; x <= 2.0; x += 1.0) {
for (float y = -2.0; y <= 2.0; y += 1.0) {
color += texture(u_tex, uv + vec2(x, y) * radius);
}
}
color /= 25.0;
// Add frost noise texture
float frost = fract(sin(dot(uv * 200.0, vec2(12.9898, 78.233))) * 43758.5453);
color.rgb += frost * 0.03 * u_blur;
fragColor = color;
}
10. Pixel Sort / Glitch Art
Pixels rearrange themselves in vertical or horizontal strips — digital art aesthetic. Great for tech/creative brands.
uniform sampler2D u_tex;
uniform float u_intensity; // 0-1
void main() {
vec2 uv = v_uv;
// Random horizontal displacement per row
float row = floor(uv.y * 80.0);
float noise = fract(sin(row * 127.1) * 43758.5);
float displace = step(0.7, noise) * u_intensity * 0.1;
// Shift UV with RGB split
float r = texture(u_tex, uv + vec2(displace, 0.0)).r;
float g = texture(u_tex, uv).g;
float b = texture(u_tex, uv - vec2(displace * 0.5, 0.0)).b;
fragColor = vec4(r, g, b, 1.0);
}
Creating ANY Custom Effect
The fragment shaders above are templates. The pattern is always:
- Capture your HTML content with
drawElementImage(the boilerplate at the top) - Upload the captured canvas as a WebGL texture
- Write a fragment shader that reads from the texture and outputs modified colors
- Drive shader uniforms from GSAP via
onUpdate
Any GLSL effect from ShaderToy, The Book of Shaders, CodePen, or anywhere else can be adapted:
- Find an effect you like (search "GLSL [effect name]" or browse shadertoy.com)
- Copy the fragment shader
- Replace
iResolutionwithvec2(1920.0, 1080.0),iTimewith youru_timeuniform - Add
uniform sampler2D u_tex;for the captured content texture - Wire the uniforms to GSAP proxy values
Geometry ideas beyond flat planes:
SphereGeometry— content mapped onto a globe (world map, global reach)CylinderGeometry— content on a rotating cylinder (carousel/scroll feel)TorusGeometry— content wrapped around a ring (infinity, cycle)BoxGeometry— content on a 3D box (product packaging, dice)- GLTF models — content mapped as screen texture on phone, laptop, monitor (see
vfx-iphone-device)
Post-processing stacking (Three.js EffectComposer):
- Bloom + film grain = cinematic
- Bloom + chromatic aberration = lens effect
- Depth of field + vignette = focused attention
- Film grain + scan lines = retro
- Multiple passes stack — add as many as you want
You are not limited to the effects listed here. If you can imagine a visual treatment, you can build it. The HTML-in-Canvas API gives you the source material (any HTML rendered as a texture), and WebGL/Three.js gives you unlimited creative control over how that material is presented.