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imported-vfx

imported-vfx

imported-vfx — everything ported from HyperFrames (Apache-2.0) in one reel.

Read the rig's notes
   · Scene 1  <aurora>  — simplex-ridge aurora billboard (liquid-glass backdrop);
                      lib/aurora-surface.ts, factory "aurora-surface".
   · Scene 2  <liquid>  — wave-displaced liquid plane, gradient + sheen;
                      lib/liquid-surface.ts, factory "liquid-surface".
   · Every gap — one of the 14 named shader transitions
             (packages/engine/engine/transition-shaders.ts), each announced by
             the label card that owns it:
             cross-warp-morph → ripple-waves → domain-warp → ridged-burn →
             whip-pan → sdf-iris → gravitational-lens → cinematic-zoom →
             chromatic-split → glitch → swirl-vortex → thermal-distortion →
             flash-through-white → light-leak.
             Tint the glowing ones (domain-warp, ridged-burn, sdf-iris,
             thermal-distortion, light-leak) via transition-accent=#hex.

   Preview: /packages/runtime/index.html?project=promos/primitives/effects/imported-vfx.promo
Topic
effects
Scenes
15
Kind
reference rig
//
   imported-vfx — everything ported from HyperFrames (Apache-2.0) in one reel.

   · Scene 1  <aurora>  — simplex-ridge aurora billboard (liquid-glass backdrop);
                          lib/aurora-surface.ts, factory "aurora-surface".
   · Scene 2  <liquid>  — wave-displaced liquid plane, gradient + sheen;
                          lib/liquid-surface.ts, factory "liquid-surface".
   · Every gap — one of the 14 named shader transitions
                 (packages/engine/engine/transition-shaders.ts), each announced by
                 the label card that owns it:
                 cross-warp-morph → ripple-waves → domain-warp → ridged-burn →
                 whip-pan → sdf-iris → gravitational-lens → cinematic-zoom →
                 chromatic-split → glitch → swirl-vortex → thermal-distortion →
                 flash-through-white → light-leak.
                 Tint the glowing ones (domain-warp, ridged-burn, sdf-iris,
                 thermal-distortion, light-leak) via transition-accent=#hex.

   Preview: /packages/runtime/index.html?project=promos/primitives/effects/imported-vfx.promo
promo#imported-vfx
  // =======================================================================
  // SCENE 1 · AURORA — the premium liquid-glass backdrop
  // =======================================================================
  scene#vfx-aurora(duration=6 transition=cross-warp-morph)
    camera(type=perspective fov=50 near=8.5 far=17000 position="0 0 1000" look_at="0 0 0")
    background(top=#090b13 bottom=#090b13)
    lights
      light(type=hemisphere sky=#8fa0ff ground=#0a0a14 intensity=0.55)
      light(type=directional color=#ffffff intensity=1.6 position="255 340 213")
      light(type=directional color=#7fa8ff intensity=1.0 position="-340 170 -255")
    primitive#vfx-subject(match=subject position="0 0 0")
      geometry(type=sphere radius=85 widthSegments=64 heightSegments=64)
      material(ref=physical color=#6f7ff2 roughness=0.28 metalness=0.15 clearcoat=0.6 clearcoatRoughness=0.4)
    g#vfx-aurora-accent(role=accent)
      //
         every aurora knob, at its default — recolour freely:
         base/base2   dark gradient floor the ribbons sit on
         warm/warm2   first ribbon family   cool/cool2  second family
         hot/hot2     third, sparser family
         saturation   1 = neutral grade · gamma  post gamma · vignette 0..1
      aurora#vfx-sky(position="0 0 -260" size="1700 1050" speed=1 opacity=0.85 base=#1a0538 base2=#0a1a40 warm=#e66614 warm2=#f2a626 cool=#056e8c cool2=#40b3d1 hot=#cc1a66 hot2=#9914a6 saturation=1.5 gamma=0.9 vignette=1)
  // =======================================================================
  // SCENE 2 · LIQUID — wave-displaced surface under a floating subject
  // =======================================================================
  scene#vfx-liquid(duration=6 transition=ripple-waves)
    camera(type=perspective fov=50 near=8.5 far=17000 position="0 160 527" look_at="0 0 0")
    background(top=#090b13 bottom=#05070f)
    lights
      light(type=hemisphere sky=#8fa0ff ground=#0a0a14 intensity=0.55)
      light(type=directional color=#ffffff intensity=1.6 position="255 340 213")
    primitive#vfx-liquid-subject(match=subject position="0 40 0")
      geometry(type=sphere radius=85 widthSegments=64 heightSegments=64)
      material(ref=physical color=#6f7ff2 roughness=0.28 metalness=0.15 clearcoat=0.6 clearcoatRoughness=0.4)
    g#vfx-liquid-accent(role=accent)
      //
         every liquid knob, at its default. GEOMETRY: wave (swell) · ripple
         (chop) · amp (overall height) · segments (mesh density) · speed.
         MATERIAL: color→color2 (depth gradient) · sheen (specular from the
         displacement) · vignette · opacity.
      liquid#vfx-sea(position="0 -80 0" rotation="-90 0 0" size="1600 1200" color=#0a1230 color2=#1a4a7a wave=1 ripple=0.7 amp=1 speed=1 sheen=1 vignette=0.5 segments=128 opacity=1)
      haze#vfx-liquid-halo(position="0 120 -220" opacity=0.5 color=#5f7df