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