SKILL.md
$27
<canvas id="gpu-layer"></canvas>
<script>
(async () => {
if (!navigator.gpu) return;
const adapter = await navigator.gpu.requestAdapter();
if (!adapter) return;
const device = await adapter.requestDevice();
const canvas = document.getElementById("gpu-layer");
canvas.width = 1920;
canvas.height = 1080;
const ctx = canvas.getContext("webgpu");
const fmt = navigator.gpu.getPreferredCanvasFormat();
ctx.configure({ device, format: fmt, alphaMode: "opaque" });
// Build your pipeline, buffers, bind groups...
const timeUniform = new Float32Array([0]);
const timeBuf = device.createBuffer({
size: 16,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
});
function render(t) {
timeUniform[0] = t;
device.queue.writeBuffer(timeBuf, 0, timeUniform);
const enc = device.createCommandEncoder();
const pass = enc.beginRenderPass({
colorAttachments: [
{
view: ctx.getCurrentTexture().createView(),
loadOp: "clear",
clearValue: { r: 0, g: 0, b: 0, a: 1 },
storeOp: "store",
},
],
});
pass.setPipeline(pipeline);
pass.setBindGroup(0, bindGroup);
pass.draw(3);
pass.end();
device.queue.submit([enc.finish()]);
}
render(0);
window.addEventListener("hf-seek", (e) => render(e.detail.time));
})();
</script>
Timeline Registration
GSAP tweens that drive text, captions, or HTML elements must be registered synchronously — before any await:
const tl = gsap.timeline({ paused: true });
// Caption tweens: synchronous, added before WebGPU init
gsap.set(".cap", { opacity: 0 });
tl.to("#cap-1", { opacity: 1, duration: 0.3 }, 1.0);
tl.to("#cap-1", { opacity: 0, duration: 0.2 }, 3.5);
window.__timelines["my-comp"] = tl;
// GPU-dependent tweens can go inside the async IIFE
(async () => {
// ... WebGPU init ...
const proxy = { value: 0 };
tl.to(proxy, { value: 1, duration: 2, onUpdate: render }, 0.5);
})();
Video-Backed Effects (Liquid Glass, Distortion)
To use a <video> as the GPU input texture:
const videoEl = document.getElementById("aroll");
// Wait for video metadata before creating the texture
await new Promise((r) => {
if (videoEl.readyState >= 1) r();
else videoEl.addEventListener("loadedmetadata", r, { once: true });
});
// Create texture at the video's NATIVE resolution
const vw = videoEl.videoWidth,
vh = videoEl.videoHeight;
const bgTex = device.createTexture({
size: [vw, vh],
format: "rgba8unorm",
usage:
GPUTextureUsage.COPY_DST | GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.RENDER_ATTACHMENT,
});
function render(t) {
try {
device.queue.copyExternalImageToTexture({ source: videoEl }, { texture: bgTex }, [vw, vh]);
} catch (_) {
/* frame not decoded yet */
}
// ... draw ...
}
Render-mode caveat: headless Chrome may fail copyExternalImageToTexture for video elements. For production renders, pre-extract key frames via FFmpeg as PNGs and load them as image textures instead.
Frosted Blur via Downsample Pass
A single-pass Gaussian kernel is too weak for glass-like frosted blur. Use a two-pass approach:
- Pass 1 — Downsample: render the full-res texture to a small texture (1/6 resolution). Bilinear filtering during the downsample naturally averages pixels.
- Pass 2 — Glass composite: sample the small texture for the frosted interior (bilinear upscale = heavy smooth blur) and the full-res texture for sharp areas and chromatic refraction.
This matches TypeGPU's textureSampleBias mip-level approach without generating mipmaps.
Transparent vs Opaque Canvas
- **
alphaMode: 'opaque'** — the GPU canvas renders the full frame (video + effect). Use when the GPU pipeline handles all visual content.
- **
alphaMode: 'premultiplied'** — the GPU canvas is transparent where alpha = 0, letting HTML elements below show through. Use for overlays (particles, path animations) on top of a regular<video>element.
WGSL Full-Screen Triangle
The standard vertex shader for full-screen effects (no vertex buffer needed):
struct Vo { @builtin(position) pos: vec4f, @location(0) uv: vec2f }
@vertex fn vs(@builtin(vertex_index) vi: u32) -> Vo {
let ps = array<vec2f, 3>(vec2f(-1., -1.), vec2f(3., -1.), vec2f(-1., 3.));
let ts = array<vec2f, 3>(vec2f(0., 1.), vec2f(2., 1.), vec2f(0., -1.));
return Vo(vec4f(ps[vi], 0., 1.), ts[vi]);
}
Draw with pass.draw(3) — one triangle that covers the viewport.
Rounded-Rect SDF (Liquid Glass Pill)
fn sdf_box(p: vec2f, half_size: vec2f, corner_radius: f32) -> f32 {
let d = abs(p) - half_size + vec2f(corner_radius);
return length(max(d, vec2f(0.))) + min(max(d.x, d.y), 0.) - corner_radius;
}
Use this to define inside/ring/outside zones for glass effects. Negative values are inside the shape.
Deterministic Rendering
- No
Math.random()— use a seeded PRNG.
- No
requestAnimationFramefor the render loop — render only in response tohf-seek.
- No
performance.now()for animation time — readwindow.__hfTypegpuTimeore.detail.time.
- After GPU submit, call
await device.queue.onSubmittedWorkDone()for render-mode frame capture.