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vargHQvargHQ/skills/paper-shaders/SKILL.md

paper-shaders

Skill23 starsChanged 8 months agoMITView on GitHub

Turns Paper Shaders (30 WebGL shaders: mesh and grain gradients, god rays, liquid metal, smoke ring, dithering, halftone, paper texture and more) into frame-exact backgrounds, textures and logo stings for HyperFrames or Remotion videos, in brand colors, with nine tested presets and 11 researched looks (liquid metal field, god rays, mesh and grain gradients, dithered gradient, marbled ink, paper, contour lines, hand-drawn burst, gradient flow, datamosh rain) with numbers from Inigo Quilez, Paper's designers and Lucas Pope. Every frame is drawn from timeline time, so renders are seekable, parallel and repeatable, and spend no varg credits. Use when a video needs an animated shader background, a grain, dither, halftone or paper look on graphics or stills, or a logo reveal or sting. NOT for generating footage (use varg-ai), grading or film grain on real footage (HyperFrames media treatments), warping existing layers (HyperFrames data-vfx-chain), 3D scenes (a Three.js skill) or shaders for websites.

  • Installs packages

The file

We split this skill into the rules it gives an agent

4 rules. About 0 are common, 2 are distinctive, and 2 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈2

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 2

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Very specific:

    Pin @paper-design/shaders@0.0.82: Use that exact version everywhere.

    line 39
  2. Distinctive:

    Never move or scale a dither grid.

    line 153
  3. Distinctive:

    Keep complementary hues apart in colour order (dark base between).

    line 154
  4. Very specific:

    All run with node or bun, make no network calls of their own, and touch only the paths you give them.

    line 174

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Paper Shaders for video

Paper Shaders draws designer-tuned WebGL shaders into a canvas. Left alone it animates from the wall clock, which flickers and drifts in a video render. This skill mounts every shader at speed 0 and draws each frame from the timeline, so the same frame always gives the same picture.

Gates

  1. Pin @paper-design/shaders@0.0.82. Use that exact version everywhere. Never use 0.0.47–0.0.76: they are PolyForm Shield, not open source. Bumping the version follows references/licensing.md.
  2. Speed 0, time from the timeline. Mount shaders only through templates/paper-preset.js. Never set speed above 0, and never let scene code read Date.now(), performance.now(), requestAnimationFrame or unseeded Math.random().
  3. No credits here. Shader layers render locally for free. If the video also needs generated footage, voice or music, that is the varg-ai skill: call estimate_cost and wait for the user's approval before any generation.
  4. Rights. Logos and stills fed to image presets must be the user's own or licensed. Do not apply a shader to another company's logo.
  5. Stills, not footage. Paper's image filters take images only. Grade and add grain to footage with HyperFrames media treatments instead.

Workflow

A person approves at each checkpoint (looks, stills, motion) before the next step. Commands run from the skill folder; HF stands for the pinned CLI, npx --yes hyperframes@0.8.206.

  1. Pick the look. Match the request to a preset below or to a shader in references/shaders.md. Say which one and why in one line; that is checkpoint 1.
  2. Scaffold, or add to a project.
    node scripts/new-project.mjs ./video                 # new HyperFrames project from the template
    node scripts/new-project.mjs ./existing --add        # paper-preset.js and presets/ only
  3. Brand it. Get the palette from the user or their brand kit. Never invent colors. Write the branded preset into the project, then import it in index.html. Image presets take { image: "assets/logo.png" }; serve images from the project.
    node scripts/apply-brand.mjs assets/presets/brand-mesh.json palette.json --out ./video/presets/brand-mesh.json
    node scripts/validate-presets.mjs ./video/presets/brand-mesh.json
  4. Stills (checkpoint 2). $HF snapshot ./video --at 0.5,2,4 writes PNGs and a contact sheet. Show them; change one param at a time until approved.
  5. Motion (checkpoint 3). (cd ./video && $HF render --quality draft --output draft.mp4). Tune motion.timeScale for pace.
  6. Final.
    node scripts/check-determinism.mjs ./video                        # must print "deterministic"
    (cd ./video && $HF check && $HF render --output final.mp4)        # or: npm run check, npm run render

A shader layer in HyperFrames

The host is a timed clip with its own composition id and no GSAP timeline. HyperFrames calls render(seconds) for every frame it captures, in any order.

<div id="bg" class="clip" data-composition-id="bg" data-start="0" data-duration="6"
     data-track-index="0" data-no-timeline data-layout-allow-overflow></div>

<script type="module">
  import * as PS from "https://cdn.jsdelivr.net/npm/@paper-design/shaders@0.0.82/dist/index.js";
  import { paperFrameSource } from "./paper-preset.js";
  import preset from "./presets/god-rays-reveal.json" with { type: "json" };

  const ramp = (t) => 1 - Math.pow(1 - Math.min(t / 1.2, 1), 3);
  window.__hyperframes.registerFrameSource(
    paperFrameSource(PS, document.getElementById("bg"), preset, {
      paramsAt: (t) => ({ intensity: 0.8 * ramp(t), bloom: 0.4 * ramp(t) }), // a reveal, as a pure function of time
    }),
  );
</script>
  • Register at the top level of a module script, before any await; HyperFrames boots on DOMContentLoaded.
  • Each shader scene needs its own host. Keep a composition under about 12 shader hosts; Chrome drops WebGL contexts past 16. For more looks in a row, use paperSequenceSource: one host, one context, any number of presets (see examples/paper-gallery).
  • Text, logos and other DOM elements go on higher tracks and animate with the GSAP timeline as usual.
  • templates/hyperframes/shader-background.html is a complete composition to start from.

A shader layer in Remotion

npm i @paper-design/shaders@0.0.82
# copy templates/paper-preset.js, templates/paper-preset.d.ts, templates/remotion/ShaderBackground.tsx and the presets
<ShaderBackground preset={brandMesh}>
  <h1>Headline</h1>
</ShaderBackground>
<ShaderBackground preset={liquidMetal} image={staticFile("logo.svg")} />

Render with npx remotion render <id> out.mp4 --gl=angle. Do not use Paper's React components for renders; see references/determinism.md.

Presets

Two sets ship. Nine varg presets in assets/presets/, in varg colors with brand roles. And all 124 of Paper's own presets in assets/presets/paper/ (paper-<shader>-<name>, for example paper-mesh-gradient-beach, paper-warp-passion), with the colors and speeds shown on shaders.paper.design. When the user wants "the look from Paper's site", start from those. All are validated against Paper's documented ranges; five of Paper's own go past the editor's slider ranges and stay as Paper ships them.

Varg presetShaderUse
brand-meshMeshGradientBackground behind titles, product cards and lower thirds
grain-blobGrainGradientSoft grainy blob behind a quote, a product or a speaker
retro-ditherDitheringTwo-ink texture for interstitials and end cards
warp-transitionWarp0.5–1 s full-frame interstitial between scenes
god-rays-revealGodRaysRays behind a logo as it appears (ramp with paramsAt)
liquid-metal-stingLiquidMetal1–2 s chrome logo sting; needs a transparent logo
smoke-ring-loaderSmokeRingRing around a countdown, a loader or a mark
halftone-overlayHalftoneDotsPrint look for a still (needs the still)
paper-finishPaperTexturePaper grain and folds over a still or title card

A preset is JSON: shader, motion (timeScale, frame), optional mount and image notes, roles for brand mapping, and every param. paper-preset.js refuses a preset that leaves a uniform unset rather than render a wrong frame.

Looks: 11 researched backgrounds

Eleven background looks researched from the people who build these shaders, each with 4-5 presets in exact Paper params (checked with validate-presets.mjs) or, where Paper has no shader for it, a custom GLSL skeleton with its numbers. Each look has a reference (how the pros do it, presets, timing, build steps, mistakes, sources) in references/looks/ and its presets in assets/looks/ (50 presets). The look files use their own schema: a preset's params.paper block is what goes into a varg preset JSON, with params.motion as its motion.

LookShaderPresetsFiles
Contour linescustom-glslSignature, Survey, Night, Blueprintcontour-lines.md · json
Datamosh raincustom-glslSignature, Datamosh, Phosphor, Ember, Icedatamosh-rain.md · json
Dithered gradientDitheringSignature, Newsprint, Riso, Phosphordithered-gradient.md · json
God-ray light fieldGodRaysOverhead, Off-center, Streaks, Photograph, Bright coregod-ray-light-field.md · json
Gradient flowWarpSignature, Chroma, Ember, Aurora, Monogradient-flow.md · json
Grain gradientGrainGradientSignature, Riso, Ember, Sage, Nightgrain-gradient-shapes.md · json
Hand-drawn radial burstcustom-glslSignature, Print, Negative, Risohand-drawn-radial-burst.md · json
Liquid metal fieldLiquidMetalSignature, Chrome, Noir, Goldliquid-metal-field.md · json
Marbled inkWarpSignature, Ink, Ember, Sagemarbled-ink.md · json
Mesh gradient with grainMeshGradientSignature, Dusk, Lagoon, Studio, Inkmesh-gradient-grain.md · json
Paper texturePaperTextureSignature, Kraft, Newsprint, Poster, Printpaper-texture.md · json

Rules for every look:

  1. Mount every shader at speed 0 and compute the frame from timeline seconds; custom shaders get u_t = seconds only.
  2. Speed is shader-specific (internal clocks differ: Mesh 0.5x, GodRays 0.2x, Grain 0.1x, Warp 0.0625x). Behind text: Mesh 0.15–0.3, GodRays 0.25–0.6, Grain 0.3–0.5, Warp 0.8–1.5, LiquidMetal 0.4–0.7.
  3. Paper time is not periodic: loop with a 1 s crossfade into a copy offset by L × 1000 × timeScale ms.
  4. Grain and dither are what platform encoders destroy: render at delivery resolution, ≥3–4 px dither cells and ≥8 px blocks at 1080p, high bitrate.
  5. Never move or scale a dither grid; animate the source under a screen-fixed grid.
  6. Keep complementary hues apart in colour order (dark base between); 3–4 colours plus one dark anchor.
  7. Print looks: two inks, riso or warm CMYK hex (#FF48B0, #0078BF, #FFE800, #231F20 on #FBFAF4), 2–4 px misregistration with multiply.
  8. Hand-drawn or glitch feel comes from stepped time: boil at 8–12.5 fps, re-roll glitch blocks at 12.5 fps, keep the main motion smooth.
  9. Constant-width procedural lines need distance estimation (|f|/|∇f| via fwidth), not raw thresholds.
  10. Domain-warped fBM (gain 0.5, 5 octaves, 0.5 rad octave rotation, IQ offsets) is the base of marble, terrain and organic flow.

Built from: Inigo Quilez; Paper's Ksenia Kondrashova (@uuuuuulala) and Stephen Haney (@stephenhaney); Lucas Pope (@dukope); Surma (Ditherpunk); Patricio Gonzalez Vivo & Jen Lowe (The Book of Shaders); Mirza Beig (@TheMirzaBeig); Rune Skovbo Johansen (@runevision); Xor; Kenny Mitchell. Sources with links: references/looks/sources.md.

Read this when

WhenRead
Choosing a shader, writing a new preset, working with footagereferences/shaders.md
Frames flicker, go black or differ between workers; offline, 4K or Docker renders; Remotion detailsreferences/determinism.md
Applying a palette, text contrast over a shaderreferences/brand-mapping.md
A named look (liquid metal field, god rays, marbled ink, contour lines, datamosh rain …) or its expert numbersreferences/looks/<look>.md and assets/looks/<look>.json
Bumping the Paper Shaders version, vendoring it, credits, client workreferences/licensing.md

Scripts

All run with node or bun, make no network calls of their own, and touch only the paths you give them.

ScriptDoes
new-project.mjs <dir> [--example preset-reel|paper-gallery] [--add]Scaffolds a HyperFrames project, or adds paper-preset.js and presets/ to one
validate-presets.mjs [files]Checks presets against the documented params, ranges, enums and color limits
apply-brand.mjs <preset> <palette>Maps a palette onto a preset through its roles
check-determinism.mjs <project> [--at …] [--software]Snapshots forwards and backwards in two runs and compares pixels (uses npx hyperframes)
build-manifest.mjsRewrites assets/refs.manifest.json after a preset changes
refresh-params.mjs <llms.txt> <version>Rebuilds assets/paper-shaders.params.json when the pinned version changes

Output contract

  • Project: index.html, paper-preset.js, presets/*.json (the branded presets actually used), package.json and hyperframes.json with the HyperFrames version pinned.
  • Stills: the snapshot folder with its contact-sheet.jpg, shown at checkpoint 2.
  • Video: renders/<name>.mp4 or the --output path; 1920×1080 at 30 fps unless asked otherwise.
  • Report: the video path, duration and size; which presets ran with which changed params; and the check-determinism.mjs result.

Examples

examples/paper-gallery/ plays all 124 of Paper's presets, 2 s each, full frame, through one host (--example paper-gallery, about 4 minutes of video).

examples/preset-reel/ shows all nine varg presets, 2.5 s each, at 1920×1080 and 30 fps, with a frame counter that is itself a frame source. Posters and the logo are drawn in code, so it needs no outside media. A contact sheet is in assets/previews/preset-reel.webp.

node scripts/new-project.mjs ./preset-reel --example preset-reel
cd preset-reel && npm run render -- --output preset-reel.mp4   # pinned HyperFrames; about 22 s on an M1 Pro

hyperframes check passes; lint's structure warnings come from keeping the reel in one file to read.

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