first-commit
ci / Validate workspace (push) Has been cancelled
landing-page-ci / Validate landing page (push) Has been cancelled
landing-page-deploy / Deploy landing page (push) Has been cancelled
github-metrics / Generate repository metrics SVG (push) Has been cancelled
refresh-contributors-wall / Refresh contributors wall cache bust (push) Waiting to run

This commit is contained in:
Zakaria
2026-05-04 14:58:14 -04:00
commit a46764fb1b
1210 changed files with 233231 additions and 0 deletions
@@ -0,0 +1,117 @@
# Transition Catalog
Hard rules, scene template, and routing to implementation code. Read the reference file for the transition type you need — don't load all of them.
## Hard Rules (CSS)
These cause real bugs if violated.
**Scene visibility:** Scene 1 visible by default (no `opacity: 0`). Scenes 2+ have `opacity: 0` on the CONTAINER div. GSAP reveals them. No visibility shim (`timedEls`).
**Fonts:** Just write the `font-family` you want — the compiler embeds supported fonts automatically via `@font-face` with inline data URIs. No need for `<link>` tags or `@import`. Works in all contexts including sandboxed iframes.
**Element structure:** No `class="clip"` on scene divs in standalone compositions. Only the root div gets `data-composition-id`/`data-start`/`data-duration`.
**Overlay elements:** Staggered blocks = full-screen 1920x1080, NOT thin strips. Glitch RGB overlays = normal blending at 35% opacity, NOT `mix-blend-mode: multiply` (invisible on dark backgrounds). Light leak overlays = larger than the frame (2400px+), never a visible shape. Overexposure = use `filter: brightness()` on the scene, not just a white overlay.
**VHS tape:** Clone actual scene content with `cloneNode(true)`, NOT colored bars. Each strip: wider than frame (2020px at left:-50px). Red+blue chromatic copies at z-index above main strip. Seeded PRNG for deterministic random offsets.
**Z-index:** Gravity drop, zoom out, diagonal split need outgoing scene ON TOP (`zIndex: 10`) so it exits while revealing the new scene behind (`zIndex: 1`).
**Page burn:** Content burns with the page — no falling debris. Hide scene1 via `tl.set` at burn end, NEVER `onComplete` (not reversible). `onUpdate` must restore `clipPath: "none"` when `wp <= 0` for rewind support. Incoming scene fades from black at 90% through burn.
**Clock wipe:** 9-point polygon with intermediate edge positions. Step through 4 quadrants with separate tweens.
**Grid dissolve:** Cycle 5 palette colors per cell, not monochrome.
**Blinds count by energy:** Calm: 4h/6v. Medium: 6-8h/8v. High: 12-16h/16v.
**Don't use:** Star iris (polygon interpolation broken), tilt-shift (no selective CSS blur), lens flare (visible shape, not optical), hinge/door (distorts too fast).
## Shader Transitions
Shader setup, WebGL init, capture, and fragment shaders are handled by `@hyperframes/shader-transitions` (`packages/shader-transitions/`). Read the package source for API details. Compositions using shaders must follow the CSS rules in [transitions.md](../transitions.md) § "Shader-Compatible CSS Rules".
## Scene Template
```html
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js"></script>
<style>
body {
margin: 0;
width: 1920px;
height: 1080px;
overflow: hidden;
background: #000;
font-family: "YOUR FONT", sans-serif; /* compiler embeds supported fonts automatically */
}
.scene {
position: absolute;
top: 0;
left: 0;
width: 1920px;
height: 1080px;
overflow: hidden;
}
#scene1 {
z-index: 1;
background: #color;
}
#scene2 {
z-index: 2;
background: #color;
opacity: 0;
}
</style>
</head>
<body>
<div
id="root"
data-composition-id="main"
data-width="1920"
data-height="1080"
data-start="0"
data-duration="TOTAL"
>
<div id="scene1" class="scene"><!-- visible --></div>
<div id="scene2" class="scene"><!-- hidden --></div>
</div>
<script>
window.__timelines = window.__timelines || {};
var tl = gsap.timeline({ paused: true });
// Transition code here
window.__timelines["main"] = tl;
</script>
</body>
</html>
```
Every transition follows: position new scene → animate outgoing → swap → animate incoming → clean up overlays.
## CSS Transitions
All code examples use `old` for the outgoing scene-inner selector and `new` for the incoming, with `T` as the transition start time. Read the reference file for the type you need.
| Type | Transitions | Reference |
| -------------- | ---------------------------------------------------- | ------------------------------------------ |
| Push | Push slide, vertical push, elastic push, squeeze | [css-push.md](./css-push.md) |
| Radial / Shape | Circle iris, diamond iris, diagonal split | [css-radial.md](./css-radial.md) |
| 3D | 3D card flip | [css-3d.md](./css-3d.md) |
| Scale / Zoom | Zoom through, zoom out | [css-scale.md](./css-scale.md) |
| Dissolve | Crossfade, blur crossfade, focus pull, color dip | [css-dissolve.md](./css-dissolve.md) |
| Cover | Staggered blocks, horizontal blinds, vertical blinds | [css-cover.md](./css-cover.md) |
| Light | Light leak, overexposure burn, film burn | [css-light.md](./css-light.md) |
| Distortion | Glitch, chromatic aberration, ripple, VHS tape | [css-distortion.md](./css-distortion.md) |
| Mechanical | Shutter, clock wipe | [css-mechanical.md](./css-mechanical.md) |
| Grid | Grid dissolve | [css-grid.md](./css-grid.md) |
| Other | Gravity drop, morph circle | [css-other.md](./css-other.md) |
| Blur | Blur through, directional blur | [css-blur.md](./css-blur.md) |
| Destruction | Page burn | [css-destruction.md](./css-destruction.md) |
## Shader Transitions
WebGL shader transitions are provided by `@hyperframes/shader-transitions` (`packages/shader-transitions/`). The package handles setup, capture, WebGL init, render loop, and GSAP integration. Read the package source for available shaders and API — do not copy raw GLSL manually.
@@ -0,0 +1,12 @@
## 3D
### 3D Card Flip
180° Y-axis rotation. Requires CSS: `backface-visibility: hidden; transform-style: preserve-3d;` on both scene-inners. Parent needs `perspective: 1200px`.
```js
tl.set(new, { rotationY: -180, opacity: 1 }, T);
tl.to(old, { rotationY: 180, duration: 0.6, ease: "power2.inOut" }, T);
tl.to(new, { rotationY: 0, duration: 0.6, ease: "power2.inOut" }, T);
tl.set(old, { opacity: 0 }, T + 0.6);
```
@@ -0,0 +1,51 @@
## Blur
All blur transitions scale with energy. See SKILL.md "Blur Intensity by Energy" for the full table.
### Blur Through
Content becomes fully abstract before resolving. The heaviest blur transition.
**Calm (default for this type — it's inherently heavy):**
```js
tl.to(old, { filter: "blur(30px)", scale: 1.08, duration: 0.5, ease: "power1.in" }, T);
tl.to(old, { opacity: 0, duration: 0.3, ease: "power1.in" }, T + 0.3);
// Hold: both scenes in abstract blur state
tl.fromTo(new,
{ filter: "blur(30px)", scale: 0.92, opacity: 0 },
{ filter: "blur(30px)", scale: 0.92, opacity: 1, duration: 0.2, ease: "none" }, T + 0.5);
// Slow resolve
tl.to(new, { filter: "blur(0px)", scale: 1, duration: 0.7, ease: "power1.out" }, T + 0.7);
```
**Medium:**
```js
tl.to(old, { filter: "blur(15px)", scale: 1.05, opacity: 0, duration: 0.4, ease: "power2.in" }, T);
tl.fromTo(new,
{ filter: "blur(15px)", scale: 0.95, opacity: 0 },
{ filter: "blur(0px)", scale: 1, opacity: 1, duration: 0.4, ease: "power2.out" }, T + 0.2);
```
### Directional Blur
Blur + skew simulating motion in one direction. Scale blur and skew with energy.
**Medium (default):**
```js
tl.to(old, { filter: "blur(12px)", skewX: -8, x: -200, opacity: 0, duration: 0.4, ease: "power3.in" }, T);
tl.fromTo(new,
{ filter: "blur(12px)", skewX: 8, x: 200, opacity: 0 },
{ filter: "blur(0px)", skewX: 0, x: 0, opacity: 1, duration: 0.4, ease: "power3.out" }, T + 0.15);
```
**Calm (heavier blur, gentler motion):**
```js
tl.to(old, { filter: "blur(20px)", skewX: -4, x: -100, opacity: 0, duration: 0.6, ease: "power1.in" }, T);
tl.fromTo(new,
{ filter: "blur(20px)", skewX: 4, x: 100, opacity: 0 },
{ filter: "blur(0px)", skewX: 0, x: 0, opacity: 1, duration: 0.6, ease: "power1.out" }, T + 0.3);
```
@@ -0,0 +1,43 @@
## Cover
### Staggered Color Blocks
Full-screen (1920x1080) colored divs slide across staggered. Scene swaps while covered.
**2-block** (standard):
```js
tl.set("#wipe-a", { x: -1920 }, T - 0.01);
tl.set("#wipe-b", { x: -1920 }, T - 0.01);
tl.to("#wipe-a", { x: 0, duration: 0.25, ease: "power3.inOut" }, T);
tl.to("#wipe-b", { x: 0, duration: 0.25, ease: "power3.inOut" }, T + 0.06);
tl.set(old, { opacity: 0 }, T + 0.2);
tl.set(new, { opacity: 1 }, T + 0.2);
tl.to("#wipe-a", { x: 1920, duration: 0.25, ease: "power3.inOut" }, T + 0.28);
tl.to("#wipe-b", { x: 1920, duration: 0.25, ease: "power3.inOut" }, T + 0.34);
```
**5-block** (dense variant): same pattern with 5 blocks at 0.04s stagger. Use composition palette colors.
### Horizontal Blinds
Full-width strips slide across staggered. Each strip: `width: 1920px; height: Xpx`.
**6 strips** (180px each): `0.03s` stagger
**12 strips** (90px each): `0.018s` stagger
```js
for (var i = 0; i < N; i++) {
tl.set("#blind-h-" + i, { x: -1920 }, T - 0.01);
tl.fromTo("#blind-h-" + i, { x: -1920 }, { x: 0, duration: 0.2, ease: "power3.inOut" }, T + i * stagger);
}
tl.set(old, { opacity: 0 }, T + coverTime);
tl.set(new, { opacity: 1 }, T + coverTime);
for (var i = 0; i < N; i++) {
tl.to("#blind-h-" + i, { x: 1920, duration: 0.2, ease: "power3.inOut" }, T + exitStart + i * stagger);
}
```
### Vertical Blinds
Same as horizontal but strips are tall and narrow, moving on Y axis.
@@ -0,0 +1,95 @@
## Destruction
### Page Burn
The outgoing scene literally burns away from a corner. A fire front expands with noise-based irregular edges, a canvas draws the scorched char line at the burn boundary, and individual text characters/elements chip off and fall with gravity as the fire reaches them. The incoming scene reveals behind the burn.
This transition has three systems working together:
1. **Fire geometry** — a radial front expanding from a corner (e.g., bottom-right) with noise-based irregularity for organic edges
2. **Scene clipping** — the outgoing scene uses an SVG clip-path (with `fill-rule: evenodd`) that cuts a hole matching the fire front. As the fire expands, more of the scene is clipped away. All content (text, images, lines) burns with the page — no separate debris.
3. **Scorched edge** — a `<canvas>` overlay draws a radial gradient fringe at the fire boundary to simulate charring
**When to use:** Dramatic reveals, edgy/destructive mood, gaming, cyberpunk. This is the most dramatic transition in the catalog — reserve it for hero moments.
**Requirements:**
- A `<canvas>` element for the burn edge overlay
- A noise function for organic fire edge geometry
- SVG clip-path with evenodd fill-rule for the inverted clip
**Fire geometry (deterministic noise):**
```js
function noise(x) {
var ix = Math.floor(x),
fx = x - ix;
var a = Math.sin(ix * 127.1 + 311.7) * 43758.5453;
var b = Math.sin((ix + 1) * 127.1 + 311.7) * 43758.5453;
var t = fx * fx * (3 - 2 * fx);
return a - Math.floor(a) + (b - Math.floor(b) - (a - Math.floor(a))) * t;
}
function fireRadiusAtAngle(angle, progress) {
var base = progress * maxRadius;
return (
base +
noise(angle * 3 + progress * 4) * 50 +
noise(angle * 8 + progress * 9) * 20 +
noise(angle * 15 + progress * 15) * 8
);
}
```
**Incoming scene timing:** The incoming scene should NOT be visible during the burn. As the fire consumes the outgoing scene, **black shows through the holes** — this is the dramatic part. The viewer watches content being destroyed against blackness.
At ~90% through the burn, the incoming scene fades in SLOWLY from black — the background first, then content staggered. Use long, gentle fades (`power1.out`, 0.8-1.2s durations) so it feels like the new scene materializes from darkness, not a hard swap.
```js
// Scene 2 stays at opacity: 0 during the burn — black behind the fire
tl.set("#s2-title", { opacity: 0 }, T);
tl.set("#s2-subtitle", { opacity: 0 }, T);
// At 90% through, scene bg fades in slowly from black
var contentReveal = T + BURN_DURATION * 0.9;
tl.to("#scene2", { opacity: 1, duration: 1.2, ease: "power1.out" }, contentReveal);
// Content fades in staggered on top, even slower
tl.to("#s2-title", { opacity: 1, duration: 1.0, ease: "power1.out" }, contentReveal + 0.5);
tl.to("#s2-subtitle", { opacity: 1, duration: 0.8, ease: "power1.out" }, contentReveal + 0.7);
```
**Content burns with the page — no falling debris.** The clip-path on scene1 IS the effect — as the fire shape expands, everything behind the fire edge (text, images, lines) disappears naturally. Don't clone elements, don't create falling debris. The content is part of the page being consumed. The scorched canvas edge provides the visual char line at the burn boundary.
**Hide scene1 via `tl.set` at burn end — NEVER in `onComplete`.** Using `onComplete` to hide scene1 is not reversible when scrubbing. Instead, use a `tl.set` at the exact burn end time:
```js
tl.to(
burnState,
{
progress: 1,
duration: BURN_DURATION,
ease: "none",
onUpdate: function () {
var wp = burnState.progress;
var scene1 = document.getElementById("scene1");
if (wp <= 0) {
scene1.style.clipPath = "none"; // fully visible when rewound
} else if (wp < 1) {
scene1.style.clipPath = buildClipPath(wp);
}
drawEdge(wp);
},
// NO onComplete — use tl.set instead
},
T,
);
// Hide scene1 at exact burn end — reversible via timeline
tl.set("#scene1", { opacity: 0 }, T + BURN_DURATION);
tl.set("#scene1", { clipPath: "none" }, T + BURN_DURATION);
```
The `onUpdate` handles clip-path and canvas edge per-frame. The `tl.set` handles the final hide — and GSAP automatically reverses it when scrubbing backward, restoring scene1 to `opacity: 1`.
The `onUpdate` callback is the key — it runs every frame to advance the clip-path and canvas edge in sync with the timeline.
@@ -0,0 +1,66 @@
## Dissolve
### Crossfade
Simple opacity swap. The baseline.
```js
tl.to(old, { opacity: 0, duration: 0.5, ease: "power2.inOut" }, T);
tl.fromTo(new, { opacity: 0 }, { opacity: 1, duration: 0.5, ease: "power2.inOut" }, T);
```
### Blur Crossfade
Dissolve with blur + scale shift. **Scale blur amount by energy** — see SKILL.md "Blur Intensity by Energy" section. The examples below show the medium (default) version. For calm compositions, increase to 20-30px with a 0.3-0.5s hold at peak blur. For high-energy, decrease to 3-6px with no hold.
**Medium (default):**
```js
tl.to(old, { filter: "blur(10px)", scale: 1.03, opacity: 0, duration: 0.5, ease: "power2.inOut" }, T);
tl.fromTo(new,
{ filter: "blur(10px)", scale: 0.97, opacity: 0 },
{ filter: "blur(0px)", scale: 1, opacity: 1, duration: 0.5, ease: "power2.inOut" }, T + 0.1);
```
**Calm (wellness, luxury) — heavy blur, holds at abstract color:**
```js
tl.to(old, { filter: "blur(25px)", scale: 1.05, duration: 0.6, ease: "power1.in" }, T);
tl.to(old, { opacity: 0, duration: 0.4, ease: "power1.in" }, T + 0.4);
tl.fromTo(new,
{ filter: "blur(25px)", scale: 0.95, opacity: 0 },
{ filter: "blur(25px)", scale: 0.95, opacity: 1, duration: 0.3, ease: "power1.inOut" }, T + 0.5);
tl.to(new, { filter: "blur(0px)", scale: 1, duration: 0.6, ease: "power1.out" }, T + 0.8);
```
### Focus Pull
Outgoing slowly blurs while incoming fades in sharp. Depth-of-field feel. **Scale blur amount and hold duration by energy.**
**Medium:**
```js
tl.to(old, { filter: "blur(15px)", duration: 0.5, ease: "power1.in" }, T);
tl.to(old, { opacity: 0, duration: 0.3, ease: "power2.in" }, T + 0.25);
tl.fromTo(new, { opacity: 0 }, { opacity: 1, duration: 0.3, ease: "power2.out" }, T + 0.25);
```
**Calm — slow rack focus with long hold at peak defocus:**
```js
tl.to(old, { filter: "blur(30px)", duration: 0.8, ease: "power1.in" }, T);
tl.to(old, { opacity: 0, duration: 0.5, ease: "power1.in" }, T + 0.6);
tl.fromTo(new, { opacity: 0, filter: "blur(20px)" },
{ opacity: 1, filter: "blur(20px)", duration: 0.3, ease: "power1.inOut" }, T + 0.7);
tl.to(new, { filter: "blur(0px)", duration: 0.6, ease: "power1.out" }, T + 1.0);
```
### Color Dip
Fade to solid color, hold, fade up new scene.
```js
tl.to(old, { opacity: 0, duration: 0.2, ease: "power2.in" }, T);
// Background color shows through
tl.fromTo(new, { opacity: 0 }, { opacity: 1, duration: 0.2, ease: "power2.out" }, T + 0.25);
```
@@ -0,0 +1,45 @@
## Distortion
### Glitch
RGB-tinted overlays (NOT multiply blend — use normal blending at 35% opacity) jitter with large offsets. Scene itself also jitters.
```js
tl.set("#glitch-r", { opacity: 1, x: 40, y: -8 }, T);
tl.set("#glitch-g", { opacity: 1, x: -30, y: 12 }, T);
tl.set("#glitch-b", { opacity: 1, x: 15, y: -20 }, T);
tl.set(old, { x: -15 }, T);
// 6 jitter frames at 0.03s intervals with big offsets (±30-60px)
// ... swap and clear at T + 0.2
```
### Chromatic Aberration
RGB overlays start aligned then spread apart (±80px), scene fades, converge on new scene.
```js
tl.set("#glitch-r", { opacity: 0.6, x: 0 }, T);
tl.set("#glitch-g", { opacity: 0.6, x: 0 }, T);
tl.set("#glitch-b", { opacity: 0.6, x: 0 }, T);
tl.to("#glitch-r", { x: -80, opacity: 0.8, duration: 0.3, ease: "power2.in" }, T);
tl.to("#glitch-b", { x: 80, opacity: 0.8, duration: 0.3, ease: "power2.in" }, T);
tl.to("#glitch-g", { y: 30, duration: 0.3, ease: "power2.in" }, T);
// Swap at T + 0.3, converge back at T + 0.3
```
### Ripple
Rapid oscillation (±30px) + scale distortion (0.97-1.03) + increasing blur. Swap at peak distortion.
```js
tl.to(old, { x: 30, scale: 1.02, duration: 0.04, ease: "none" }, T);
tl.to(old, { x: -25, scale: 0.98, filter: "blur(4px)", duration: 0.04, ease: "none" }, T + 0.04);
// ... more oscillations with increasing blur
// Swap at peak, incoming stabilizes with decreasing wobble
```
### VHS Tape
Clone scene into 20 horizontal strips (each 54px, clip-path'd). Each strip shifts x independently with seeded pseudo-random offsets at per-bar random intervals. Add red+blue chromatic offset copies on each strip (z-index above main, 35% opacity). Make strips wider than frame (2020px at left:-50px) so edges never show.
See SKILL.md for clone-based implementation pattern.
@@ -0,0 +1,10 @@
## Grid
### Grid Dissolve
Grid of colored cells covers the frame in a ripple from center. Scene swaps at 50% coverage. Cells fade out in ripple.
**12-cell** (4x3, each 480x270): standard
**120-cell** (12x10, each 160x108): dense variant — lower opacity (0.75), tighter ripple
Cells are created dynamically in JS, sorted by distance from center for ripple stagger.
@@ -0,0 +1,49 @@
## Light
### Light Leak
Multiple warm-colored overlays wash across frame. Needs: a flat warm tint layer + 2-3 bright radial gradient divs, all larger than the frame so edges are never visible.
```js
// Warm tint washes over entire frame
tl.to("#leak-warm", { opacity: 0.4, duration: 0.3, ease: "power1.in" }, T);
// Bright leak elements drift in
tl.to("#leak-1", { opacity: 0.9, x: 300, duration: 0.5, ease: "sine.inOut" }, T + 0.05);
tl.to("#leak-2", { opacity: 0.8, x: 200, duration: 0.6, ease: "sine.inOut" }, T + 0.1);
// Peak warmth then swap
tl.to("#leak-warm", { opacity: 0.6, duration: 0.15, ease: "power2.in" }, T + 0.35);
tl.set(old, { opacity: 0 }, T + 0.45);
tl.set(new, { opacity: 1 }, T + 0.45);
// Leak fades
tl.to("#leak-warm", { opacity: 0, duration: 0.4, ease: "power2.out" }, T + 0.5);
tl.to("#leak-1", { opacity: 0, x: 600, duration: 0.35, ease: "power1.out" }, T + 0.5);
```
### Overexposure Burn
Scene progressively blows out to white using CSS `filter: brightness()`, then white overlay fades in. Swap at peak white. White recedes to reveal new scene.
```js
tl.to(old, { filter: "brightness(1.5)", scale: 1.03, duration: 0.2, ease: "power1.in" }, T);
tl.to(old, { filter: "brightness(3)", scale: 1.06, duration: 0.2, ease: "power2.in" }, T + 0.2);
tl.to("#flash-overlay", { opacity: 0.5, duration: 0.25, ease: "power1.in" }, T + 0.15);
tl.to("#flash-overlay", { opacity: 1, duration: 0.15, ease: "power2.in" }, T + 0.4);
tl.set(old, { opacity: 0, filter: "brightness(1)", scale: 1 }, T + 0.55);
tl.set(new, { opacity: 1 }, T + 0.55);
tl.to("#flash-overlay", { opacity: 0, duration: 0.35, ease: "power2.out" }, T + 0.55);
```
### Film Burn
Staggered warm overlays (amber, orange, red) bleed from one edge. Each overlay is a large radial gradient div at high z-index.
```js
tl.to("#burn-a", { opacity: 1, x: -300, duration: 0.4, ease: "power1.in" }, T);
tl.to("#burn-b", { opacity: 1, x: -500, duration: 0.5, ease: "power1.in" }, T + 0.05);
tl.to("#burn-c", { opacity: 1, x: -200, duration: 0.45, ease: "power1.in" }, T + 0.1);
tl.set(old, { opacity: 0 }, T + 0.35);
tl.set(new, { opacity: 1 }, T + 0.35);
tl.to("#burn-a", { opacity: 0, duration: 0.3, ease: "power2.out" }, T + 0.45);
tl.to("#burn-b", { opacity: 0, duration: 0.3, ease: "power2.out" }, T + 0.5);
tl.to("#burn-c", { opacity: 0, duration: 0.3, ease: "power2.out" }, T + 0.55);
```
@@ -0,0 +1,30 @@
## Mechanical
### Shutter
Two full-screen halves close from top and bottom, meet in the middle. Swap while closed. Open again.
```js
tl.to("#shutter-top", { y: 0, duration: 0.25, ease: "power3.in" }, T);
tl.to("#shutter-bot", { y: 0, duration: 0.25, ease: "power3.in" }, T);
tl.set(old, { opacity: 0 }, T + 0.25);
tl.set(new, { opacity: 1 }, T + 0.25);
tl.to("#shutter-top", { y: -540, duration: 0.25, ease: "power3.out" }, T + 0.3);
tl.to("#shutter-bot", { y: 540, duration: 0.25, ease: "power3.out" }, T + 0.3);
```
### Clock Wipe
Radial polygon sweep stepping through quadrants. Use 9-point polygon with intermediate edge positions for smooth sweep.
```js
tl.set(new, { opacity: 1, zIndex: 10 }, T);
var d = 0.1; // duration per quadrant
tl.set(new, { clipPath: "polygon(50% 50%, 50% 0%, 50% 0%, 50% 0%, 50% 0%, 50% 0%, 50% 0%, 50% 0%, 50% 0%)" }, T);
tl.to(new, { clipPath: "polygon(50% 50%, 50% 0%, 100% 0%, 100% 50%, 100% 50%, 100% 50%, 100% 50%, 100% 50%, 100% 50%)", duration: d, ease: "none" }, T);
tl.to(new, { clipPath: "polygon(50% 50%, 50% 0%, 100% 0%, 100% 50%, 100% 100%, 50% 100%, 50% 100%, 50% 100%, 50% 100%)", duration: d, ease: "none" }, T + d);
tl.to(new, { clipPath: "polygon(50% 50%, 50% 0%, 100% 0%, 100% 50%, 100% 100%, 50% 100%, 0% 100%, 0% 50%, 0% 50%)", duration: d, ease: "none" }, T + d*2);
tl.to(new, { clipPath: "polygon(50% 50%, 50% 0%, 100% 0%, 100% 50%, 100% 100%, 50% 100%, 0% 100%, 0% 50%, 0% 0%)", duration: d, ease: "none" }, T + d*3);
tl.set(new, { clipPath: "none", zIndex: "auto" }, T + d*4 + 0.02);
tl.set(old, { opacity: 0, zIndex: "auto" }, T + d*4 + 0.02);
```
@@ -0,0 +1,25 @@
## Other
### Gravity Drop
Old scene falls down with slight rotation. New scene was behind it. Needs z-index.
```js
tl.set(new, { opacity: 1, zIndex: 1 }, T);
tl.set(old, { zIndex: 10 }, T);
tl.to(old, { y: 1200, rotation: 4, duration: 0.5, ease: "power3.in" }, T);
tl.set(old, { opacity: 0, zIndex: "auto" }, T + 0.5);
tl.set(new, { zIndex: "auto" }, T + 0.5);
```
### Morph Circle
A circle scales up from center to fill frame (becoming the new scene's background color). New scene content fades in on top.
```js
tl.set("#morph-circle", { background: newBgColor, opacity: 1, scale: 0 }, T);
tl.to("#morph-circle", { scale: 30, duration: 0.5, ease: "power3.in" }, T);
tl.set(old, { opacity: 0 }, T + 0.4);
tl.set(new, { opacity: 1 }, T + 0.4);
tl.to("#morph-circle", { opacity: 0, duration: 0.15, ease: "power2.out" }, T + 0.5);
```
@@ -0,0 +1,41 @@
## Linear / Push
### Push Slide
Both scenes move together — new pushes old out.
```js
tl.to(old, { x: -1920, duration: 0.5, ease: "power3.inOut" }, T);
tl.fromTo(new, { x: 1920, opacity: 1 }, { x: 0, duration: 0.5, ease: "power3.inOut" }, T);
```
### Vertical Push
Same as push slide but vertical.
```js
tl.to(old, { y: -1080, duration: 0.5, ease: "power3.inOut" }, T);
tl.fromTo(new, { y: 1080, opacity: 1 }, { y: 0, duration: 0.5, ease: "power3.inOut" }, T);
```
### Elastic Push
Push with overshoot bounce on the incoming scene.
```js
tl.to(old, { x: -1920, duration: 0.5, ease: "power3.in" }, T);
tl.fromTo(new, { x: 1920, opacity: 1 }, { x: 30, duration: 0.4, ease: "power4.out" }, T + 0.1);
tl.to(new, { x: -15, duration: 0.15, ease: "sine.inOut" }, T + 0.5);
tl.to(new, { x: 0, duration: 0.1, ease: "sine.out" }, T + 0.65);
```
### Squeeze
Old compresses, new expands from opposite side.
```js
tl.to(old, { scaleX: 0, transformOrigin: "left center", duration: 0.4, ease: "power3.inOut" }, T);
tl.fromTo(new, { scaleX: 0, transformOrigin: "right center", opacity: 1 },
{ scaleX: 1, duration: 0.4, ease: "power3.inOut" }, T + 0.1);
tl.set(old, { opacity: 0 }, T + 0.5);
```
@@ -0,0 +1,37 @@
## Radial / Shape
### Circle Iris
Expanding circle from center reveals new scene.
```js
tl.set(new, { opacity: 1 }, T);
tl.fromTo(new,
{ clipPath: "circle(0% at 50% 50%)" },
{ clipPath: "circle(75% at 50% 50%)", duration: 0.5, ease: "power2.out" }, T);
tl.set(old, { opacity: 0 }, T + 0.5);
```
### Diamond Iris
Expanding diamond shape from center.
```js
tl.set(new, { opacity: 1 }, T);
tl.fromTo(new,
{ clipPath: "polygon(50% 50%, 50% 50%, 50% 50%, 50% 50%)" },
{ clipPath: "polygon(50% -20%, 120% 50%, 50% 120%, -20% 50%)", duration: 0.5, ease: "power2.out" }, T);
tl.set(old, { opacity: 0 }, T + 0.5);
```
### Diagonal Split
Old scene shrinks to a triangle in one corner.
```js
tl.set(new, { opacity: 1, zIndex: 1 }, T);
tl.set(old, { zIndex: 10, clipPath: "polygon(0% 0%, 100% 0%, 100% 100%, 0% 100%)" }, T);
tl.to(old, { clipPath: "polygon(60% 0%, 100% 0%, 100% 40%, 60% 0%)", duration: 0.5, ease: "power3.inOut" }, T);
tl.set(old, { opacity: 0, zIndex: "auto", clipPath: "none" }, T + 0.5);
tl.set(new, { zIndex: "auto" }, T + 0.5);
```
@@ -0,0 +1,24 @@
## Scale / Zoom
### Zoom Through
Old zooms past camera + blurs, new zooms in from behind.
```js
tl.to(old, { scale: 2.5, opacity: 0, filter: "blur(8px)", duration: 0.4, ease: "power3.in" }, T);
tl.fromTo(new,
{ scale: 0.5, opacity: 0, filter: "blur(8px)" },
{ scale: 1, opacity: 1, filter: "blur(0px)", duration: 0.4, ease: "power3.out" }, T + 0.15);
```
### Zoom Out
Old shrinks away, new was behind it. Needs z-index management.
```js
tl.set(new, { opacity: 1, zIndex: 1 }, T);
tl.set(old, { zIndex: 10, transformOrigin: "50% 50%" }, T);
tl.to(old, { scale: 0.3, opacity: 0, duration: 0.4, ease: "power3.in" }, T);
tl.set(old, { zIndex: "auto" }, T + 0.4);
tl.set(new, { zIndex: "auto" }, T + 0.4);
```