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soilmasssoilmass/motion-design-agent/skills/distortion/SKILL.md

distortion

Skill7 starsChanged 10 months agoMITView on GitHub

Distortion effects including warps, glitches, waves, and digital artifacts. Use when creating glitch art, VHS effects, ripple animations, or visual disruption. Provides intensity levels, wave parameters, and glitch configurations.

The file

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SKILL.md

Distortion

Warp, glitch, and deformation effects.

Standards Reference

StandardDocumentation
W3C DTCGdesigntokens.org
SVG Filtersdeveloper.mozilla.org/SVG/Element/filter
CSS Filtersdeveloper.mozilla.org/CSS/filter

Quick Reference

Load from: tokens/distortion.tokens.json

Intensity Levels

TokenValueUse
subtle5%Barely perceptible
medium25%Clear effect
strong50%Pronounced warp
extreme80%Heavy deformation

Glitch Parameters

TokenValueUse
rgb-offset-subtle2pxSlight color fringing
rgb-offset-strong10pxObvious separation
slice-count-few3Minimal disruption
slice-count-many15Heavy fragmentation

Selection Guide

What effect?
│
├── WAVE/RIPPLE → Fluid distortion
│   ├── Wave → continuous oscillation
│   ├── Ripple → point-based, decaying
│   └── Use SVG displacement filter
│
├── GLITCH → Digital artifacts
│   ├── RGB split → chromatic aberration
│   ├── Slice → horizontal displacement
│   ├── Noise → static overlay
│   └── Combine for full effect
│
├── WARP → Spatial distortion
│   ├── Bulge → expand from point
│   ├── Pinch → contract to point
│   ├── Twirl → spiral distortion
│   └── Use canvas or SVG filters
│
├── VHS/RETRO → Analog artifacts
│   ├── Scanlines → horizontal lines
│   ├── Color bleed → color smearing
│   ├── Tracking → horizontal bands
│   └── Combine with noise
│
└── CHROMATIC ABERRATION → Lens effect
    └── RGB channel offset

Patterns

Glitch Effect

Digital glitch with RGB split and slices.

CSS (RGB Split):

.glitch {
  position: relative;
}

.glitch::before,
.glitch::after {
  content: attr(data-text);
  position: absolute;
  top: 0;
  left: 0;
  width: 100%;
  height: 100%;
}

.glitch::before {
  left: 2px; /* {motion.distortion.glitch.rgb-offset-subtle} */
  text-shadow: -2px 0 #ff0000;
  clip-path: inset(0 0 0 0);
  animation: glitch-clip 2s infinite linear alternate-reverse;
}

.glitch::after {
  left: -2px;
  text-shadow: 2px 0 #00ffff;
  animation: glitch-clip 3s infinite linear alternate-reverse;
}

@keyframes glitch-clip {
  0% { clip-path: inset(40% 0 61% 0); }
  20% { clip-path: inset(92% 0 1% 0); }
  40% { clip-path: inset(43% 0 1% 0); }
  60% { clip-path: inset(25% 0 58% 0); }
  80% { clip-path: inset(54% 0 7% 0); }
  100% { clip-path: inset(58% 0 43% 0); }
}

JavaScript (Advanced Glitch):

class GlitchEffect {
  constructor(element) {
    this.element = element;
    this.canvas = document.createElement('canvas');
    this.ctx = this.canvas.getContext('2d');
    this.sliceCount = 8; // {motion.distortion.glitch.slice-count-medium}
    this.rgbOffset = 5;  // {motion.distortion.glitch.rgb-offset-medium}
  }

  apply(intensity = 0.5) {
    const { width, height } = this.element.getBoundingClientRect();
    this.canvas.width = width;
    this.canvas.height = height;

    // Draw original
    // ... capture element to canvas

    // Apply glitch slices
    const sliceHeight = height / this.sliceCount;

    for (let i = 0; i < this.sliceCount; i++) {
      if (Math.random() < intensity) {
        const offset = (Math.random() - 0.5) * 30 * intensity;
        const y = i * sliceHeight;

        // Displace slice
        this.ctx.drawImage(
          this.canvas,
          0, y, width, sliceHeight,
          offset, y, width, sliceHeight
        );
      }
    }

    // RGB channel separation
    this.applyRGBSplit(intensity);
  }

  applyRGBSplit(intensity) {
    const imageData = this.ctx.getImageData(0, 0, this.canvas.width, this.canvas.height);
    const data = imageData.data;
    const offset = Math.floor(this.rgbOffset * intensity);

    // Shift red channel left, blue right
    for (let i = 0; i < data.length; i += 4) {
      const x = (i / 4) % this.canvas.width;

      if (x > offset) {
        data[i] = data[i - offset * 4]; // Red
      }
      if (x < this.canvas.width - offset) {
        data[i + 2] = data[i + offset * 4 + 2]; // Blue
      }
    }

    this.ctx.putImageData(imageData, 0, 0);
  }
}

Wave Distortion

Continuous wave effect using SVG filter.

SVG Filter:

<svg>
  <defs>
    <filter id="wave-filter">
      <feTurbulence
        type="fractalNoise"
        baseFrequency="0.01 0.05"
        numOctaves="2"
        result="noise"
      >
        <animate
          attributeName="baseFrequency"
          dur="10s"
          keyTimes="0;0.5;1"
          values="0.01 0.05;0.02 0.04;0.01 0.05"
          repeatCount="indefinite"
        />
      </feTurbulence>
      <feDisplacementMap
        in="SourceGraphic"
        in2="noise"
        scale="20"
        xChannelSelector="R"
        yChannelSelector="G"
      />
    </filter>
  </defs>
</svg>

<style>
  .wavy {
    filter: url(#wave-filter);
  }
</style>

Ripple Effect

Point-based expanding ripple.

Canvas:

class RippleEffect {
  constructor(canvas) {
    this.canvas = canvas;
    this.ctx = canvas.getContext('2d');
    this.ripples = [];
  }

  addRipple(x, y) {
    this.ripples.push({
      x, y,
      radius: 0,
      maxRadius: 150,    // {motion.distortion.ripple.radius-medium}
      wavelength: 40,    // {motion.distortion.ripple.wavelength-normal}
      amplitude: 20,
      decay: 0.98        // {motion.distortion.ripple.decay-medium}
    });
  }

  apply(sourceCanvas) {
    const { width, height } = this.canvas;
    const sourceCtx = sourceCanvas.getContext('2d');
    const sourceData = sourceCtx.getImageData(0, 0, width, height);
    const destData = this.ctx.createImageData(width, height);

    for (let y = 0; y < height; y++) {
      for (let x = 0; x < width; x++) {
        let dx = 0, dy = 0;

        // Calculate displacement from all active ripples
        for (const ripple of this.ripples) {
          const dist = Math.hypot(x - ripple.x, y - ripple.y);

          if (dist < ripple.radius && dist > ripple.radius - ripple.wavelength * 3) {
            const phase = (dist - ripple.radius) / ripple.wavelength;
            const wave = Math.sin(phase * Math.PI * 2) * ripple.amplitude;
            const factor = wave * (1 - dist / ripple.maxRadius);

            dx += (x - ripple.x) / dist * factor;
            dy += (y - ripple.y) / dist * factor;
          }
        }

        // Sample displaced position
        const sx = Math.round(Math.max(0, Math.min(width - 1, x + dx)));
        const sy = Math.round(Math.max(0, Math.min(height - 1, y + dy)));
        const si = (sy * width + sx) * 4;
        const di = (y * width + x) * 4;

        destData.data[di] = sourceData.data[si];
        destData.data[di + 1] = sourceData.data[si + 1];
        destData.data[di + 2] = sourceData.data[si + 2];
        destData.data[di + 3] = sourceData.data[si + 3];
      }
    }

    this.ctx.putImageData(destData, 0, 0);
  }

  update() {
    for (let i = this.ripples.length - 1; i >= 0; i--) {
      const r = this.ripples[i];
      r.radius += 3;
      r.amplitude *= r.decay;

      if (r.radius > r.maxRadius || r.amplitude < 0.5) {
        this.ripples.splice(i, 1);
      }
    }
  }
}

VHS Effect

Retro video distortion.

CSS:

.vhs {
  position: relative;
}

/* Scanlines */
.vhs::before {
  content: '';
  position: absolute;
  inset: 0;
  background: repeating-linear-gradient(
    to bottom,
    transparent 0px,
    transparent 2px,
    rgba(0, 0, 0, 0.3) 2px,
    rgba(0, 0, 0, 0.3) 4px
  );
  pointer-events: none;
}

/* Noise overlay */
.vhs::after {
  content: '';
  position: absolute;
  inset: 0;
  background: url('noise.png');
  opacity: 0.05;
  animation: noise 0.2s steps(4) infinite;
  pointer-events: none;
}

@keyframes noise {
  0% { transform: translate(0, 0); }
  25% { transform: translate(-5%, -5%); }
  50% { transform: translate(5%, 5%); }
  75% { transform: translate(-5%, 5%); }
  100% { transform: translate(5%, -5%); }
}

JavaScript (VHS tracking):

function vhsTracking(ctx, width, height) {
  // Random horizontal bands
  const bandCount = 3 + Math.floor(Math.random() * 3);

  for (let i = 0; i < bandCount; i++) {
    const y = Math.random() * height;
    const bandHeight = 5 + Math.random() * 20;
    const offset = (Math.random() - 0.5) * 30;

    // Get band data
    const bandData = ctx.getImageData(0, y, width, bandHeight);

    // Clear and redraw offset
    ctx.clearRect(0, y, width, bandHeight);
    ctx.putImageData(bandData, offset, y);
  }
}

Chromatic Aberration

Color fringing lens effect.

CSS:

.chromatic-aberration {
  position: relative;
}

.chromatic-aberration::before {
  content: '';
  position: absolute;
  inset: 0;
  background: inherit;
  mix-blend-mode: screen;
  transform: translateX(-3px); /* {motion.distortion.chromatic-aberration.offset-medium} */
  filter: url("data:image/svg+xml,<svg xmlns='http://www.w3.org/2000/svg'><filter id='r'><feColorMatrix values='1 0 0 0 0  0 0 0 0 0  0 0 0 0 0  0 0 0 1 0'/></filter></svg>#r");
}

.chromatic-aberration::after {
  content: '';
  position: absolute;
  inset: 0;
  background: inherit;
  mix-blend-mode: screen;
  transform: translateX(3px);
  filter: url("data:image/svg+xml,<svg xmlns='http://www.w3.org/2000/svg'><filter id='b'><feColorMatrix values='0 0 0 0 0  0 0 0 0 0  0 0 1 0 0  0 0 0 1 0'/></filter></svg>#b");
}

Bulge/Spherize

Expand or contract from point.

Canvas:

function bulge(ctx, cx, cy, radius, strength) {
  const imageData = ctx.getImageData(0, 0, ctx.canvas.width, ctx.canvas.height);
  const data = imageData.data;
  const destData = ctx.createImageData(imageData);

  for (let y = 0; y < ctx.canvas.height; y++) {
    for (let x = 0; x < ctx.canvas.width; x++) {
      const dx = x - cx;
      const dy = y - cy;
      const dist = Math.sqrt(dx * dx + dy * dy);

      if (dist < radius) {
        const factor = Math.pow(dist / radius, strength);
        const sx = cx + dx * factor;
        const sy = cy + dy * factor;

        const si = (Math.round(sy) * ctx.canvas.width + Math.round(sx)) * 4;
        const di = (y * ctx.canvas.width + x) * 4;

        destData.data[di] = data[si];
        destData.data[di + 1] = data[si + 1];
        destData.data[di + 2] = data[si + 2];
        destData.data[di + 3] = data[si + 3];
      } else {
        const i = (y * ctx.canvas.width + x) * 4;
        destData.data[i] = data[i];
        destData.data[i + 1] = data[i + 1];
        destData.data[i + 2] = data[i + 2];
        destData.data[i + 3] = data[i + 3];
      }
    }
  }

  ctx.putImageData(destData, 0, 0);
}

Reduced Motion

For prefers-reduced-motion: reduce:

Full MotionReduced Alternative
Animated glitchStatic or disabled
Wave/rippleStatic or very subtle
VHS effectsStatic scanlines only
Chromatic aberrationReduced or disabled

Implementation:

@media (prefers-reduced-motion: reduce) {
  .glitch::before,
  .glitch::after {
    animation: none;
  }

  .wavy {
    filter: none;
  }

  .vhs::after {
    animation: none;
  }
}

Cross-References

  • See blur/ for combining blur with distortion
  • See procedural/ for noise-based distortion
  • See glow-shadow/ for combining glow with glitch
  • See opacity/ for distortion fade effects

References

  • references/glitch-effects.md — Advanced glitch implementations

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