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zooqueen 62bbc7766c skills: give each skill the directory its name declares
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.
2026-08-13 18:17:24 -07:00

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name, description, metadata
name description metadata
chromatic-glitch RGB-split / slice glitch that snaps sharp — offset color copies jitter on a deterministic hash of quantized timeline time (never Math.random), or horizontal slices displace and converge; a brief vibration, then a clean resolve. Entrance or emphasis punctuation; finite, seek-safe.
tags
glitch, rgb-split, chromatic, slice, jitter, stutter, text, snap, distortion

Chromatic Glitch

Digital interference as punctuation: for a fraction of a second the element breaks — offset color copies shudder behind it, or horizontal slices displace sideways — then it snaps sharp and holds clean. The payoff is the resolve; the glitch exists to make the clean state land harder. Two forms: an RGB-split jitter (warm + cool ghost copies vibrating behind the base) and a slice displacement (horizontal bands that arrive offset and converge).

Boundaries: motion-blur-streak.md is velocity blur tied to travel — its element is going somewhere fast. A glitching element is in place; the disturbance is temporal, not directional. hacker-flip-3d.md substitutes glyphs (a decode); here the glyphs are fixed and only displaced copies of them move.

How It Works

The subject is stacked: the base copy on top (full legibility at every frame), ghost copies behind. All motion comes from one finite amplitude-envelope tween read by an onUpdate:

  1. Quantized time — const step = Math.floor(tl.time() / JITTER_STEP). The stutter comes from offsets that hold for JITTER_STEP and then jump. Smoothly interpolated offsets read as wobble, not glitch — the quantization IS the digital texture.

  2. Deterministic hash — offsets are a pure function of (step, layerIndex):

    const glitchHash = (n) => {
      const x = Math.sin(n * 127.1 + 311.7) * 43758.5453;
      return x - Math.floor(x); // 0..1, pure — a scrub to any t recomputes the same frame
    };
    
  3. Amplitude envelope — a proxy tween carries amp: 1 → 0 over GLITCH_DUR. Per-frame offset = amp × (glitchHash(step * 13 + layer * 7) * 2 − 1) × MAX_SPLIT. When the envelope hits zero the copies sit at exactly 0 — the snap-sharp is built into the math, and a final tl.set clamps the rest state so the hold is bit-exact.

The slice form swaps color copies for SLICE_COUNT full copies, each clipped to a horizontal band via clip-path: inset(); per-band x (and optional scaleX stretch) start at hash-derived offsets and converge to 0 under a stepped ease.

Recipe

<!-- inside a standard scene clip (frames-core) -->
<!-- Form A: RGB-split — ghosts behind, base on top. Copies metric-identical (one grid cell, same font stack); aria-hidden on every non-base copy. -->
<div class="glitch-stack" id="glitch-stack">
  <span class="glitch-copy warm" aria-hidden="true">{glitchText}</span>
  <span class="glitch-copy cool" aria-hidden="true">{glitchText}</span>
  <span class="glitch-base">{glitchText}</span>
</div>
.glitch-stack {
  display: grid; /* all copies share one cell — pixel-identical boxes */
}
.glitch-base,
.glitch-copy {
  grid-area: 1 / 1;
}
.glitch-base {
  z-index: 2; /* grid items take z-index without position */
  color: {textColor};
}
.glitch-copy {
  z-index: 1;
  opacity: 0; /* raised only while the envelope is live */
  will-change: transform; /* updates every frame while live */
  mix-blend-mode: screen; /* additive on dark bg; drop to normal (and lower opacity) on light */
}
.glitch-copy.warm {
  color: {warmSplit}; /* classic: red/orange */
}
.glitch-copy.cool {
  color: {coolSplit}; /* classic: cyan/blue */
}
// Form A: RGB-split jitter — envelope snaps to full amplitude, decays to zero.
// All per-frame state derives from tl.time() + the envelope: pure, replays on seek.
const copies = gsap.utils.toArray("#glitch-stack .glitch-copy");
const amp = { a: 0 };
tl.set(amp, { a: 1 }, GLITCH_START);
tl.set(copies, { opacity: SPLIT_OPACITY }, GLITCH_START);
tl.to(
  amp,
  {
    a: 0,
    duration: GLITCH_DUR,
    ease: "power3.in", // most of the violence up front, dying fast
    onUpdate: () => {
      const step = Math.floor(tl.time() / JITTER_STEP); // quantized — the stutter
      copies.forEach((el, layer) => {
        const jx = (glitchHash(step * 13 + layer * 7) * 2 - 1) * MAX_SPLIT * amp.a;
        const jy = (glitchHash(step * 29 + layer * 11) * 2 - 1) * MAX_SPLIT * 0.35 * amp.a;
        gsap.set(el, { x: jx, y: jy });
      });
    },
  },
  GLITCH_START,
);
// The clean resolve: clamp ghosts to exact rest — never rely on the decay
// landing on zero. A ghost left 1px off reads as a bug every frame after.
tl.set(copies, { x: 0, y: 0, opacity: 0 }, GLITCH_START + GLITCH_DUR);

// Form B: slice displacement — N band copies of the same content converge.
const slices = gsap.utils.toArray("#slice-stack .slice");
const bandH = 100 / slices.length;
slices.forEach((el, i) => {
  gsap.set(el, { clipPath: `inset(${i * bandH}% 0 ${100 - (i + 1) * bandH}% 0)` });
  const dir = glitchHash(i * 3 + 1) > 0.5 ? 1 : -1;
  tl.fromTo(
    el,
    {
      x: dir * (SLICE_OFFSET_MIN + glitchHash(i * 5 + 2) * (SLICE_OFFSET_MAX - SLICE_OFFSET_MIN)),
      scaleX: 1 + glitchHash(i * 7 + 3) * SLICE_STRETCH,
      opacity: 1,
    },
    { x: 0, scaleX: 1, duration: SLICE_RESOLVE_DUR, ease: "steps(SLICE_STEPS)" },
    SLICE_START + glitchHash(i * 11 + 4) * SLICE_JITTER_LAG,
  );
});

Variations

  • Glitch-stretch entrance — the element ENTERS glitching: layer fromTo(stack, { scaleX: STRETCH_FROM, opacity: 0 }, { scaleX: 1, opacity: 1, duration: GLITCH_DUR, ease: "power4.out" }) (STRETCH_FROM 1.3–1.8) on the whole stack while the envelope runs. Stretch, split, and envelope all die at the same frame — the word is simply there, sharp.
  • Emphasis burst on a held word — a spasm, not an arrival: 2–3 short envelopes (GLITCH_DUR ~0.12–0.2s each) separated by clean gaps of ~0.2–0.4s, each its own set(amp)/to(amp)/set(rest) triplet. The clean frames between bursts make it read as energy instead of a rendering fault.
  • Slice reveal — Form B as the arrival itself: bands start opaque but displaced, converge under the stepped ease. Drop the color copies for the monochrome version — the restrained enterprise read of this rule.
  • Card / non-text glitch — the stacked-copy machinery is content-agnostic (logo lockup, small card). Keep MAX_SPLIT proportional (~1% of element width) — oversized splits read as broken layout, not interference.

Values

token range notes
MAX_SPLIT 4–14px at headline sizes (~0.06–0.1em) vertical ~35% of horizontal; base must stay legible at peak
JITTER_STEP 1/30–1/12 s shorter = frantic buzz, longer = VHS stutter; ≥ one render frame or quantization vanishes
GLITCH_DUR 0.25–0.6s entrance; 0.12–0.2s burst ≥ ~1s stops reading as an event and starts reading as a broken render
SPLIT_OPACITY 0.5–0.9 (screen on dark) 0.35–0.6 unblended on light — screen on white is invisible
SLICE_COUNT 4–10 more = finer tear, diminishing past ~10
SLICE_OFFSET_MIN / MAX 12–60px derive per-band values from glitchHash(i), never uniform — equal offsets read mechanical
SLICE_STRETCH 0–0.5 0 pure displacement; ~0.3 stretched-scanline read
SLICE_RESOLVE_DUR / SLICE_STEPS / JITTER_LAG 0.2–0.4s / 3–6 / ≤0.08s per band the stepped ease keeps the settle digital
{warmSplit} / {coolSplit} — classic red/cyan; any opposing warm+cool brand pair survives

Critical Constraints

  • Quantize time — the stutter IS the effect. Offsets hold for JITTER_STEP then jump; if the glitch looks like jelly, you interpolated. JITTER_STEP ≥ one render frame or the quantization silently disappears.
  • Pure functions of (quantized time, index) — every per-frame value comes from glitchHash; the hash inputs use tl.time(), nothing else.
  • Clamp the rest state — tl.set({ x: 0, y: 0, opacity: 0 }) on the ghosts at envelope end; never rely on the decay landing exactly on zero.
  • Base on top, always legible — ghosts vibrate behind the base; a glitch that destroys legibility for more than ~2 frames is a tear-down, not an accent.
  • Brief, then clean — the clean hold after the snap is the actual beat; GLITCH_DUR well under half the element's screen time. Emphasis bursts are separate finite triplets.
  • No CSS @keyframes glitch loops — the classic CSS glitch snippet runs on the wall clock and desyncs from seek; every displacement goes through the timeline's onUpdate.
  • Match the register — RGB-split is a loud consumer/tech gesture; the monochrome slice variant is the only form that belongs in a restrained enterprise composition.

See also

kinetic-beat-slam (one beat lands with the glitch-stretch entrance) · spring-pop-entrance (pop clean, burst on the stress beat) · gradient-text-sweep (gradient carries the hold after the resolve) · discrete-text-sequence (state swap masked at max amplitude) · motion-blur-streak (the traveling sibling — if it's moving fast, blur it there).