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The shader transitions package adds GPU-accelerated scene-to-scene transitions to HyperFrames compositions. It captures scene samples, uploads them as WebGL textures, and drives fragment-shader compositing from a GSAP timeline.
You can also load the browser global build directly:

When to Use

Use @hyperframes/shader-transitions when you need to:
  • Add shader-based scene transitions such as domain warp, whip pan, glitch, iris, light leak, or thermal distortion
  • Attach GPU transitions to an existing GSAP timeline
  • Build a transition picker or validation UI around the available shader registry
  • Feature-detect native HTML-in-canvas capture support
  • Use the producer’s deterministic page-side compositor for render-mode captures
Use a different package if you want to:
  • Render the finished composition to video - use the CLI or producer
  • Edit composition structure programmatically - use sdk
  • Build a visual editor surface - use studio

Package Exports

Quick Start

Pass an existing GSAP timeline when the composition already owns the animation sequence:
If WebGL is unavailable, the package falls back to normal timeline playback without shader compositing.

Available Shaders

Use SHADER_NAMES when you need a typed list:

Configuration

shader is optional. Omit it to use a CSS fallback transition at that point in the timeline.

Preview and Render Behavior

Browser previews pre-capture transition samples and cache matching snapshots in IndexedDB. Cache keys include the composition ID, scene DOM/style signatures, timing, capture FPS, scale, and dimensions, so normal page refreshes can reuse samples while runtime edits invalidate only adjacent transition caches. During producer renders, shader transitions use a deterministic page-side compositor instead of preview-time snapshot caching. That keeps frame capture seek-driven and avoids depending on wall-clock playback.

@hyperframes/producer

Renders compositions that include shader transitions.

Transition Catalog

Browse installable transition blocks built on the shader system.