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@vysmo/transitions

v0.5.0

Published

60 WebGL2 transition shaders, defined as plain data. Mesh-based, tree-shakable to the byte, endpoint-correct by construction. Drives canvas, image, and video sources via one Runner.

Readme

@vysmo/transitions

60 WebGL2 transition shaders, defined as plain data. Mesh-based, tree-shakable to the byte, endpoint-correct by construction. One Runner takes any combination of canvas / image / video sources and crossfades, displaces, warps, or curls between them.

Live demos + parameter playground · Source

Install

pnpm add @vysmo/transitions @vysmo/animations

The runner doesn't drive time — you do. The Quick start uses @vysmo/animations for a four-line tween from 0 to 1, but the runner doesn't care: any rAF loop, @vysmo/scroll handler, Motion / GSAP timeline, or scrubbed input works.

Quick start

End-to-end: load two images, drive a transition between them. The runner is thin enough that this is genuinely all you need.

import { Runner, paintBleed } from "@vysmo/transitions";
import { animate } from "@vysmo/animations";

const canvas = document.querySelector<HTMLCanvasElement>("canvas")!;
const runner = new Runner({ canvas });

// Two images you want to crossfade between.
const fromImg = new Image();
const toImg = new Image();
fromImg.src = "/photo-a.jpg";
toImg.src = "/photo-b.jpg";

await Promise.all([fromImg.decode(), toImg.decode()]);

// Animate progress 0 → 1 and render every frame.
animate({
  from: 0,
  to: 1,
  duration: 1200,
  onUpdate: (p) => runner.render(paintBleed, {
    from: fromImg,
    to: toImg,
    progress: p,
  }),
});

runner.render() is one draw call per frame, regardless of the transition.

With URL strings (no DOM Image needed)

Runner.render() is synchronous (frame-rate friendly), so URL inputs need a one-time pre-load up front. runner.preload([…urls]) fetches + decodes

  • uploads each URL exactly once; subsequent renders use the cached GPU texture. Concurrent / repeat preload calls dedupe.
import { Runner, paintBleed } from "@vysmo/transitions";
import { animate } from "@vysmo/animations";

const canvas = document.querySelector<HTMLCanvasElement>("canvas")!;
const runner = new Runner({ canvas });

const fromUrl = "/photo-a.jpg";
const toUrl = "/photo-b.jpg";
await runner.preload([fromUrl, toUrl]);

animate({
  from: 0,
  to: 1,
  duration: 1200,
  onUpdate: (p) => runner.render(paintBleed, {
    from: fromUrl,
    to: toUrl,
    progress: p,
  }),
});

Cross-origin URLs need the right CORS headers (same as any WebGL texture source). For Next.js apps, see the Vysmo + Next.js guide.

Tree-shake by what you import

Every transition is its own module. Import only the ones you ship:

import { Runner, crossZoom, pageCurl } from "@vysmo/transitions";
// → Runner + 2 transitions, ~6 KB gzipped

vs

import * as transitions from "@vysmo/transitions";
// → Runner + all 60 transitions, ~28 KB gzipped

sideEffects: false, no CSS, no global state.

Catalog

Each transition is a Transition<P> — the parameter type P is inferred from defaults, so overrides are typed without any hand-typing. The auto-generated catalog below mirrors the playground's slider ranges.

Every built-in transition with its parameters, defaults, and accepted values. The catalog mirrors the playground at vysmo.com/transitions/docs#catalog.

Light & Optics

filmBurn

| Prop | Type | Default | Values | |---|---|---|---| | center | vec2 | [0.5, 0.5] | [0.5, 0.5] Center · [0.5, 0.85] Top · [0.5, 0.15] Bottom · [0.15, 0.5] Left · [0.85, 0.5] Right · [0.15, 0.85] TL · [0.85, 0.85] TR | | scale | number | 6 | 0.5 – 18, step 0.05 | | edgeWidth | number | 0.05 | 0 – 1, step 0.05 | | chroma | number | 0 | 0 – 1, step 0.01 | | flameColor | vec3 | [1.6, 0.7, 0.15] | [1.6, 0.7, 0.15] Ember · [1.8, 0.4, 0.05] Molten · [1.2, 0.15, 0.1] Deep red · [0.5, 1.6, 0.4] Acid · [0.4, 1, 1.6] Ice blue · [1.2, 1.6, 2.5] Electric · [1.4, 0.6, 1.8] Violet |

lightLeak

| Prop | Type | Default | Values | |---|---|---|---| | direction | vec2 | [1, 0] | [1, 0] Right · [-1, 0] Left · [0, -1] Down · [0, 1] Up · [1, -1] Diagonal · [-1, -1] Anti-diag | | color | vec3 | [1, 0.85, 0.55] | [1, 0.85, 0.55] Sunset · [1, 0.7, 0.85] Magic hour · [1, 0.96, 0.92] Daylight · [0.5, 1, 1.1] Cyan · [1.1, 0.4, 0.95] Magenta | | bandWidth | number | 0.2 | 0 – 1, step 0.05 | | intensity | number | 1 | 0 – 3, step 0.01 |

heatHaze

| Prop | Type | Default | Values | |---|---|---|---| | intensity | number | 0.04 | 0 – 1.5, step 0.01 | | frequency | number | 14 | 0 – 56, step 1 | | flow | number | 5 | 0 – 15, step 1 |

bloomReveal

| Prop | Type | Default | Values | |---|---|---|---| | scale | number | 5 | 0.5 – 15, step 0.05 | | softness | number | 0.08 | 0 – 0.4, step 0.005 | | threshold | number | 0.55 | 0 – 1, step 0.01 | | intensity | number | 3 | 0 – 9, step 0.01 |

directionalBurn

| Prop | Type | Default | Values | |---|---|---|---| | direction | vec2 | [1, 0] | [1, 0] Right · [-1, 0] Left · [0, -1] Down · [0, 1] Up · [1, -1] Diagonal · [-1, -1] Anti-diag | | scale | number | 10 | 0.5 – 30, step 0.05 | | edgeWidth | number | 0.035 | 0 – 1, step 0.05 | | flameColor | vec3 | [1.6, 0.7, 0.15] | [1.6, 0.7, 0.15] Ember · [1.8, 0.4, 0.05] Molten · [1.2, 0.15, 0.1] Deep red · [0.5, 1.6, 0.4] Acid · [0.4, 1, 1.6] Ice blue · [1.2, 1.6, 2.5] Electric · [1.4, 0.6, 1.8] Violet |

prismSplit

| Prop | Type | Default | Values | |---|---|---|---| | direction | vec2 | [1, 0] | [1, 0] Right · [-1, 0] Left · [0, -1] Down · [0, 1] Up · [1, -1] Diagonal · [-1, -1] Anti-diag | | intensity | number | 0.04 | 0 – 0.07, step 0.005 | | softness | number | 0.2 | 0 – 0.4, step 0.005 |

emberScatter

| Prop | Type | Default | Values | |---|---|---|---| | count | number | 5 | 0 – 24, step 1 | | scale | number | 8 | 0.5 – 24, step 0.05 | | edgeWidth | number | 0.04 | 0 – 1, step 0.05 | | stagger | number | 0.35 | 0 – 1, step 0.01 | | flameColor | vec3 | [1.6, 0.7, 0.15] | [1.6, 0.7, 0.15] Ember · [1.8, 0.4, 0.05] Molten · [1.2, 0.15, 0.1] Deep red · [0.5, 1.6, 0.4] Acid · [0.4, 1, 1.6] Ice blue · [1.2, 1.6, 2.5] Electric · [1.4, 0.6, 1.8] Violet |

godRaysReveal

| Prop | Type | Default | Values | |---|---|---|---| | scale | number | 5 | 0.5 – 15, step 0.05 | | softness | number | 0.08 | 0 – 0.4, step 0.005 | | threshold | number | 0.45 | 0 – 1, step 0.01 | | intensity | number | 1.6 | 0 – 4.8, step 0.01 | | decay | number | 0.92 | 0.5 – 1, step 0.005 | | source | vec2 | [0.5, 0.5] | [0.5, 0.5] Center · [0.5, 0.85] Top · [0.5, 0.15] Bottom · [0.15, 0.5] Left · [0.85, 0.5] Right · [0.15, 0.85] TL · [0.85, 0.85] TR |

chromaticPulse

| Prop | Type | Default | Values | |---|---|---|---| | intensity | number | 0.6 | 0 – 1.8, step 0.01 |

Fluid & Ink

paintBleed

| Prop | Type | Default | Values | |---|---|---|---| | direction | vec2 | [-1, 0] | [-1, 0] Right · [1, 0] Left · [0, 1] Down · [0, -1] Up · [-1, 1] Diagonal · [1, 1] Anti-diag | | scale | number | 10 | 0.5 – 30, step 0.05 | | softness | number | 0.02 | 0 – 0.4, step 0.005 | | noiseStrength | number | 0.35 | 0 – 1.5, step 0.01 |

inkDiffuse

| Prop | Type | Default | Values | |---|---|---|---| | scale | number | 7 | 0.5 – 21, step 0.05 | | softness | number | 0.08 | 0 – 0.4, step 0.005 |

inkBloom

| Prop | Type | Default | Values | |---|---|---|---| | center | vec2 | [0.5, 0.5] | [0.5, 0.5] Center · [0.5, 0.85] Top · [0.5, 0.15] Bottom · [0.15, 0.5] Left · [0.85, 0.5] Right · [0.15, 0.85] TL · [0.85, 0.85] TR | | scale | number | 5 | 0.5 – 15, step 0.05 | | edgeWidth | number | 0.07 | 0 – 1, step 0.05 | | bloomWidth | number | 0.12 | 0 – 1, step 0.05 | | inkColor | vec3 | [0.25, 0.08, 0.45] | [0.25, 0.08, 0.45] Indigo · [0.06, 0.06, 0.08] Sumi · [0.55, 0.05, 0.12] Crimson · [0.06, 0.32, 0.18] Forest · [0.05, 0.18, 0.55] Sapphire |

fluidFlow

| Prop | Type | Default | Values | |---|---|---|---| | strength | number | 0.12 | 0 – 1.5, step 0.01 | | scale | number | 3 | 0.5 – 9, step 0.05 |

liquidMorph

| Prop | Type | Default | Values | |---|---|---|---| | scale | number | 3 | 0.5 – 9, step 0.05 | | strength | number | 0.1 | 0 – 1.5, step 0.01 | | flow | number | 3 | 0 – 9, step 0.1 |

dripWipe

| Prop | Type | Default | Values | |---|---|---|---| | direction | vec2 | [-1, 0] | [1, 0] Right · [-1, 0] Left · [0, -1] Down · [0, 1] Up | | width | number | 0.5 | 0 – 1.5, step 0.05 | | scaleX | number | 40 | 0.5 – 120, step 0.05 | | scaleY | number | 40 | 0.5 – 120, step 0.05 |

smolderingEdge

| Prop | Type | Default | Values | |---|---|---|---| | direction | vec2 | [1, 1] | [1, 0] Right · [-1, 0] Left · [0, -1] Down · [0, 1] Up · [1, -1] Diagonal · [-1, -1] Anti-diag | | scale | number | 3 | 0.5 – 9, step 0.05 | | edgeWidth | number | 0.04 | 0 – 1, step 0.05 | | trailLength | number | 0.18 | 0 – 1, step 0.01 | | emberColor | vec3 | [1.4, 0.5, 0.1] | [1.4, 0.5, 0.1] Ember · [1.7, 0.3, 0.05] Molten · [1.1, 0.12, 0.08] Deep red · [0.4, 1.5, 0.3] Acid |

luminaMelt

| Prop | Type | Default | Values | |---|---|---|---| | softness | number | 0.15 | 0 – 0.4, step 0.005 | | invert | enum | 0 | 0 Bright melts first · 1 Dark melts first |

Wipes & Slides

dissolve

No params.

wipeDirectional

| Prop | Type | Default | Values | |---|---|---|---| | angle | enum | 0 | 0 Right · -1.5708 Down · 3.1416 Left · 1.5708 Up · -0.7854 Diagonal · -2.3562 Anti-diag | | softness | number | 0.05 | 0 – 0.4, step 0.005 |

slide

| Prop | Type | Default | Values | |---|---|---|---| | direction | vec2 | [-1, 0] | [1, 0] Right · [-1, 0] Left · [0, -1] Down · [0, 1] Up | | feather | number | 0.015 | 0 – 0.4, step 0.005 | | blur | number | 0 | 0 – 0.1, step 0.005 |

push

| Prop | Type | Default | Values | |---|---|---|---| | direction | vec2 | [1, 0] | [-1, 0] Right · [1, 0] Left · [0, 1] Down · [0, -1] Up |

split

| Prop | Type | Default | Values | |---|---|---|---| | axis | enum | 0 | 0 Horizontal · 1 Vertical | | mode | enum | 0 | 0 Open · 1 Close | | softness | number | 0.01 | 0 – 0.4, step 0.005 |

clockWipe

| Prop | Type | Default | Values | |---|---|---|---| | startAngle | number | -1.5708 | -3.1416 – 3.1416, step 0.01 | | direction | enum | 1 | 1 Clockwise · -1 Counter-clockwise | | softness | number | 0.02 | 0 – 0.4, step 0.005 |

radialReveal

| Prop | Type | Default | Values | |---|---|---|---| | center | vec2 | [0.5, 0.5] | [0.5, 0.5] Center · [0.5, 0.85] Top · [0.5, 0.15] Bottom · [0.15, 0.5] Left · [0.85, 0.5] Right · [0.15, 0.85] TL · [0.85, 0.85] TR | | softness | number | 0.05 | 0 – 0.4, step 0.005 |

irisZoom

| Prop | Type | Default | Values | |---|---|---|---| | center | vec2 | [0.5, 0.5] | [0.5, 0.5] Center · [0.5, 0.85] Top · [0.5, 0.15] Bottom · [0.15, 0.5] Left · [0.85, 0.5] Right · [0.15, 0.85] TL · [0.85, 0.85] TR | | width | number | 0.08 | 0 – 1, step 0.05 | | scale | number | 8 | 0.5 – 24, step 0.05 |

shapeReveal

| Prop | Type | Default | Values | |---|---|---|---| | center | vec2 | [0.5, 0.5] | [0.5, 0.5] Center · [0.5, 0.85] Top · [0.5, 0.15] Bottom · [0.15, 0.5] Left · [0.85, 0.5] Right · [0.15, 0.85] TL · [0.85, 0.85] TR | | sides | enum | 6 | 3 Triangle · 4 Diamond · 5 Pentagon · 6 Hexagon · 8 Octagon · 12 Dodecagon · 32 Circle | | rotation | number | 0 | -6.2832 – 6.2832, step 0.01 | | softness | number | 0.05 | 0 – 0.4, step 0.005 |

gridReveal

| Prop | Type | Default | Values | |---|---|---|---| | count | number | 8 | 3 – 24, step 1 | | stagger | number | 0.7 | 0 – 1, step 0.01 | | pattern | enum | 1 | 0 Sequential · 1 Radial · 2 Random |

Distort & Warp

warpZoom

| Prop | Type | Default | Values | |---|---|---|---| | center | vec2 | [0.5, 0.5] | [0.5, 0.5] Center · [0.5, 0.85] Top · [0.5, 0.15] Bottom · [0.15, 0.5] Left · [0.85, 0.5] Right · [0.15, 0.85] TL · [0.85, 0.85] TR | | strength | number | 1 | 0 – 3, step 0.01 | | rotation | number | 1 | -6.2832 – 6.2832, step 0.01 | | blur | number | 0.02 | 0 – 0.4, step 0.005 |

crossZoom

| Prop | Type | Default | Values | |---|---|---|---| | strength | number | 1.2 | 0 – 3.6, step 0.01 | | blur | number | 0.04 | 0 – 0.4, step 0.005 |

directionalWarp

| Prop | Type | Default | Values | |---|---|---|---| | direction | vec2 | [-1, 1] | [1, 0] Right · [-1, 0] Left · [0, -1] Down · [0, 1] Up · [1, -1] Diagonal · [-1, -1] Anti-diag | | smoothness | number | 0.5 | 0 – 1, step 0.01 |

swirl

| Prop | Type | Default | Values | |---|---|---|---| | radius | number | 1 | 0 – 3, step 0.1 | | strength | number | 25.13 | 0 – 75.39, step 0.01 |

flowWarp

| Prop | Type | Default | Values | |---|---|---|---| | intensity | number | 0.4 | 0 – 1.5, step 0.01 | | angle1 | number | 0.7854 | -3.1416 – 3.1416, step 0.01 | | angle2 | number | -2.3562 | -3.1416 – 3.1416, step 0.01 |

ripple

| Prop | Type | Default | Values | |---|---|---|---| | center | vec2 | [0.5, 0.5] | [0.5, 0.5] Center · [0.5, 0.85] Top · [0.5, 0.15] Bottom · [0.15, 0.5] Left · [0.85, 0.5] Right · [0.15, 0.85] TL · [0.85, 0.85] TR | | amplitude | number | 0.03 | 0 – 1.5, step 0.01 | | frequency | number | 6 | 0 – 24, step 1 | | speed | number | 8 | 0 – 24, step 0.05 |

rippleWave

| Prop | Type | Default | Values | |---|---|---|---| | amplitude | number | 0.1 | 0 – 1.5, step 0.01 | | source | vec2 | [0.5, 0.5] | [0.5, 0.5] Center · [0.5, 0.85] Top · [0.5, 0.15] Bottom · [0.15, 0.5] Left · [0.85, 0.5] Right · [0.15, 0.85] TL · [0.85, 0.85] TR |

shockwave

| Prop | Type | Default | Values | |---|---|---|---| | center | vec2 | [0.5, 0.5] | [0.5, 0.5] Center · [0.5, 0.85] Top · [0.5, 0.15] Bottom · [0.15, 0.5] Left · [0.85, 0.5] Right · [0.15, 0.85] TL · [0.85, 0.85] TR | | thickness | number | 0.15 | 0 – 1, step 0.01 | | strength | number | 0.04 | 0 – 1.5, step 0.01 |

gravityPull

| Prop | Type | Default | Values | |---|---|---|---| | center | vec2 | [0.5, 0.5] | [0.5, 0.5] Center · [0.5, 0.85] Top · [0.5, 0.15] Bottom · [0.15, 0.5] Left · [0.85, 0.5] Right · [0.15, 0.85] TL · [0.85, 0.85] TR | | intensity | number | 0.15 | 0 – 1.5, step 0.01 |

portalDive

| Prop | Type | Default | Values | |---|---|---|---| | twist | number | 3.1416 | -6.2832 – 6.2832, step 0.01 | | depth | number | 1 | 0 – 3, step 0.05 | | reflection | number | 0 | 0 – 1, step 0.01 |

singularity

| Prop | Type | Default | Values | |---|---|---|---| | center | vec2 | [0.5, 0.5] | [0.5, 0.5] Center · [0.5, 0.85] Top · [0.5, 0.15] Bottom · [0.15, 0.5] Left · [0.85, 0.5] Right · [0.15, 0.85] TL · [0.85, 0.85] TR |

wind

| Prop | Type | Default | Values | |---|---|---|---| | size | number | 0.2 | 0 – 1, step 0.01 | | direction | vec2 | [1, 0] | [1, 0] Right · [-1, 0] Left · [0, -1] Down · [0, 1] Up · [1, -1] Diagonal · [-1, -1] Anti-diag |

linearBlur

| Prop | Type | Default | Values | |---|---|---|---| | direction | vec2 | [1, 0] | [1, 0] Right · [-1, 0] Left · [0, -1] Down · [0, 1] Up · [1, -1] Diagonal · [-1, -1] Anti-diag | | intensity | number | 0.1 | 0 – 1.5, step 0.01 |

tangentMotionBlur

| Prop | Type | Default | Values | |---|---|---|---| | direction | vec2 | [1, 0] | [1, 0] Right · [-1, 0] Left · [0, -1] Down · [0, 1] Up · [1, -1] Diagonal · [-1, -1] Anti-diag | | intensity | number | 0.08 | 0 – 1.5, step 0.01 | | softness | number | 0.2 | 0 – 0.4, step 0.005 |

Glitch & Noise

glitch

| Prop | Type | Default | Values | |---|---|---|---| | intensity | number | 0.6 | 0 – 1.8, step 0.01 | | chroma | number | 0.02 | 0 – 0.05, step 0.002 | | blocks | number | 30 | 0 – 90, step 1 |

noiseDissolve

| Prop | Type | Default | Values | |---|---|---|---| | scale | number | 20 | 0.5 – 60, step 0.05 | | softness | number | 0.05 | 0 – 0.4, step 0.005 |

pixelate

| Prop | Type | Default | Values | |---|---|---|---| | maxBlockSize | number | 40 | 0 – 120, step 0.05 |

mosaic

| Prop | Type | Default | Values | |---|---|---|---| | count | number | 14 | 3 – 24, step 1 | | jitter | number | 0.08 | 0 – 1, step 0.01 | | stagger | number | 0.4 | 0 – 1, step 0.01 |

filmGrain

| Prop | Type | Default | Values | |---|---|---|---| | grain | number | 1 | 0 – 3, step 0.1 |

crosshatch

| Prop | Type | Default | Values | |---|---|---|---| | center | vec2 | [0.5, 0.5] | [0.5, 0.5] Center · [0.5, 0.85] Top · [0.5, 0.15] Bottom · [0.15, 0.5] Left · [0.85, 0.5] Right · [0.15, 0.85] TL · [0.85, 0.85] TR | | threshold | number | 3 | 3 – 30, step 0.5 | | fadeEdge | number | 0.1 | 0 – 1, step 0.01 |

Cinematic

dreamy

No params.

dreamyZoom

| Prop | Type | Default | Values | |---|---|---|---| | intensity | number | 0.5 | 0 – 1, step 0.01 |

colorPhase

No params.

liquidChrome

| Prop | Type | Default | Values | |---|---|---|---| | shine | number | 0.9 | 0 – 1, step 0.01 | | rim | number | 0.25 | 0 – 1, step 0.01 | | wobble | number | 0.12 | 0 – 1, step 0.01 | | refraction | number | 0.035 | 0 – 1, step 0.01 | | reflection | number | 0 | 0 – 1, step 0.01 |

Geometric

kineticBands

| Prop | Type | Default | Values | |---|---|---|---| | count | number | 12 | 2 – 24, step 1 | | stagger | number | 0.6 | 0 – 1, step 0.01 | | softness | number | 0.02 | 0 – 0.4, step 0.005 | | direction | vec2 | [1, 0] | [1, 0] Right · [-1, 0] Left · [0, -1] Down · [0, 1] Up |

polkaDotsCurtain

| Prop | Type | Default | Values | |---|---|---|---| | dots | number | 15 | 1 – 45, step 1 | | center | vec2 | [0.5, 0.5] | [0.5, 0.5] Center · [0.5, 0.85] Top · [0.5, 0.15] Bottom · [0.15, 0.5] Left · [0.85, 0.5] Right · [0.15, 0.85] TL · [0.85, 0.85] TR | | softness | number | 0.05 | 0 – 0.4, step 0.005 |

waveStripes

| Prop | Type | Default | Values | |---|---|---|---| | direction | vec2 | [1, 0] | [1, 0] Right · [-1, 0] Left · [0, -1] Down · [0, 1] Up |

pinwheel

| Prop | Type | Default | Values | |---|---|---|---| | center | vec2 | [0.5, 0.5] | [0.5, 0.5] Center · [0.5, 0.85] Top · [0.5, 0.15] Bottom · [0.15, 0.5] Left · [0.85, 0.5] Right · [0.15, 0.85] TL · [0.85, 0.85] TR | | spokes | number | 8 | 0 – 24, step 1 | | softness | number | 0.05 | 0 – 0.4, step 0.005 |

3D Mesh

pageCurl

| Prop | Type | Default | Values | |---|---|---|---| | tilt | number | 0.12 | 0 – 1, step 0.01 | | backColor | vec3 | [0.97, 0.96, 0.94] | [0.97, 0.96, 0.94] Paper · [0.93, 0.86, 0.72] Parchment · [0.99, 0.98, 0.92] Ivory · [0.86, 0.88, 0.92] Cool gray · [0.32, 0.34, 0.4] Slate |

polygonFlip

| Prop | Type | Default | Values | |---|---|---|---| | rim | number | 0.25 | 0 – 1, step 0.01 |

glassShatter

| Prop | Type | Default | Values | |---|---|---|---| | cells | number | 14 | 0 – 42, step 1 | | reflection | number | 0 | 0 – 1, step 0.01 |

tileScatter

| Prop | Type | Default | Values | |---|---|---|---| | scatter | number | 1 | 0 – 3, step 0.1 |

lenticularFlip

| Prop | Type | Default | Values | |---|---|---|---| | stripCount | number | 22 | 3 – 60, step 1 |

Parameter overrides

Each transition exports its own defaults object. Override per render:

import { pixelate } from "@vysmo/transitions";

runner.render(pixelate, {
  from, to, progress,
  params: { maxBlockSize: 60 }, // typed from pixelate.defaults
});

Anything you don't override falls back to the default. Defaults are tuned to look good out of the box.

Defining your own transition

import { defineTransition } from "@vysmo/transitions";

export const myFade = defineTransition({
  name: "my-fade",
  defaults: { gamma: 2.2 },
  glsl: `
    vec4 transition(vec2 uv) {
      vec4 a = getFromColor(uv);
      vec4 b = getToColor(uv);
      float p = pow(uProgress, uGamma);
      return mix(a, b, p);
    }
  `,
});

runner.render(myFade, { from, to, progress: 0.5, params: { gamma: 1.8 } });

The Runner wraps the GLSL with the standard header (#version 300 es, precision, uFrom / uTo / uProgress / uResolution, getFromColor / getToColor helpers) and maps each defaults key to a u<PascalCase> uniform.

Transition shape contracts

Every built-in transition clears five non-negotiable invariants. Custom transitions should too:

  • Endpoint correctness. progress=0 is pixel-pure from; progress=1 is pixel-pure to. Enforced by endpoint-correctness.test.ts.
  • Polish degrades at endpoints. Visual params (feather, blur, chroma split, displacement) hit zero at both ends — typically scaled by 4 * p * (1 - p).
  • No hard cuts. Every boundary between from and to is feathered or motion-softened.
  • Full-frame. Every pixel at every progress samples meaningful content. No black background, no letterboxing.
  • Continuous motion. No visual freeze at any progress value. Symmetric envelopes don't drive position.

Source flexibility

from / to accept any TextureSource:

  • HTMLImageElement (uploaded once — cached by image identity)
  • HTMLVideoElement (re-uploaded each render — animated source)
  • HTMLCanvasElement / OffscreenCanvas (re-uploaded each render)
  • ImageBitmap (uploaded once — cached)
  • WebGLTexture (used as-is — bring-your-own GPU data; pairs with shared-context mode below)
  • SizedTexture ({ texture, width, height }) — WebGLTexture + its dims, symmetric with RawPixels
  • RawPixels ({ pixels, width, height }) — tightly-packed RGBA8 Uint8Array / Uint8ClampedArray direct upload, no <canvas> round-trip

URL strings are also accepted as sugar — see With URL strings above.

Mix freely. Page-curl an image to a video. Crossfade two canvases. Transition between a static logo and a live camera feed.

Bridging with other GL-based renderers

If you're embedding Vysmo inside another renderer — Skia / CanvasKit, Three.js, a parent WebGL2 app, a native desktop video engine, anything that owns its own GPU pipeline — there's a four-step ladder you can climb. Each rung removes a CPU↔GPU round-trip; the top rung is true zero-copy in both directions.

Rung 1 — pixel handoff (RawPixels + renderToPixels)

When the upstream renderer produces pixels in CPU memory (or you're rendering Vysmo from a worker into a native consumer), bridge bytes-to-bytes:

// @no-check
// Source: bytes from anywhere — Skia surface readback, native frame
// buffer, generated procedurally, etc.
const sourceBytes: RawPixels = { pixels, width, height };

// Allocate dst once, reuse every frame (no GC churn).
const dst = new Uint8Array(canvas.width * canvas.height * 4);

runner.renderToPixels(crossZoom, {
  from: sourceBytes,
  to: nextSourceBytes,
  progress: 0.4,
  dst,
});
// `dst` now contains the rendered RGBA8. Upload it wherever you need.

RawPixels skips the <canvas>ImageDatatexImage2D round-trip; renderToPixels skips the <canvas>Image → upload round-trip on the way out. Suitable when you can't share a WebGL context with the upstream renderer (different process, different stack).

Rung 2 — shared context with WebGLTexture inputs

When your upstream renderer runs in the same browser tab as Vysmo (Skia/CanvasKit in the same page, Three.js scene, parent WebGL2 app), share one WebGL2 context:

// @no-check
// Hand Vysmo your existing context — it won't create its own.
const runner = new Runner({ gl: yourExistingContext });

// Now `from` / `to` accept bare GPU textures from your renderer.
// Zero upload — Vysmo samples your texture directly.
runner.render(crossZoom, {
  from: skiaSurfaceTexture,        // WebGLTexture from CanvasKit
  to: threeRenderTarget.texture,   // WebGLTexture from Three.js
  progress: 0.4,
});

Pass SizedTexture ({ texture, width, height }) instead of a bare WebGLTexture when you want to document dims at the call site — symmetric with RawPixels.

In shared-context mode the Runner does not own the context: dispose() leaves it alive, context-loss listeners aren't attached, contextAttributes is ignored. The Runner also restores enough GL state at the end of each render() (program / VAO / framebuffer / texture units / pixelStorei flags) to stay safe in a shared pipeline. Depth-test and blend enable are explicitly left in the caller's hands (mesh path manages them internally for its draw and disables them before returning).

GPU pipeline ordering. If the upstream renderer wrote to a texture you're about to pass as from / to, call its flush() (e.g. skSurface.flush()) before runner.render() so the GPU commands are ordered correctly.

Rung 3 — outputFramebuffer for zero-copy output

The last round-trip is the readback on the output side. Pass outputFramebuffer and Vysmo writes the final pass straight into a texture-backed FBO you own:

// @no-check
const target = makeYourHostFBO(gl, width, height);

runner.render(
  crossZoom,
  { from: skiaTexture, to: threeTexture, progress: 0.4 },
  { outputFramebuffer: target.fb },
);
// `target.tex` now contains the rendered frame. Sample it from your host
// renderer's next draw. Runner leaves `target.fb` bound — rebind
// whatever you need before your follow-on work.

Combined with rung 2 (WebGLTexture inputs in shared-context mode), this is the true zero-copy bridge: GPU-resident input → Vysmo → GPU-resident output, no readPixels, no upload, no <canvas> in the loop. Eliminates ~9 MB / 1080p frame or ~36 MB / 4K frame per Runner invocation vs the rung 1 path.

The same RenderOptions shape works on renderToPixels(): when both outputFramebuffer and dst are passed, Vysmo writes to the FBO and reads back from it in the same call.

Rung 4 — sub-region rendering with viewport

For per-element transitions on a shared host canvas (a UI surface composing many elements, a video timeline rendering element-by-element into a frame FBO), pass viewport: [x, y, width, height] to clip Vysmo's output into a region of the bound framebuffer:

// @no-check
// Render the transition into the bottom-right 480×270 region of a
// 1920×1080 host FBO. The rest of the FBO is untouched.
runner.render(
  crossZoom,
  { from, to, progress: 0.4 },
  {
    outputFramebuffer: hostFb,
    viewport: [1440, 0, 480, 270],
  },
);

When viewport is set, uResolution follows the viewport dimensions (correctness, not perf — pixel-space math like 1.0 / uResolution sample steps would otherwise be wrong-scaled). Intermediate ping-pong FBOs for multi-pass transitions also follow viewport dims, saving memory and avoiding oversampling. GL viewport y is bottom-up, like glViewport[1440, 0, 480, 270] is bottom-right, not top-right.

Notes on the bridge

  • Mesh transitions need a depth attachment. Mesh-based transitions (pageCurl, polygonFlip, anything with Transition.mesh) enable depth-test and clear depth before drawing. If your outputFramebuffer has no depth attachment, overlapping mesh triangles will z-fight. Attach a DEPTH24 or DEPTH16 renderbuffer. The other ~55 single-pass shader transitions are unaffected.
  • Vysmo is a frame producer, not a compositor. Each render clears the bound FBO to (0, 0, 0, 0) before drawing. To composite onto existing FBO contents, render Vysmo into a separate FBO and blend in your own pass.
  • Many distinct viewport sizes per frame. The internal ping-pong framebuffer pool keeps an LRU of (width, height, hdr) slots — default capacity 4. Per-element transitions across many heterogeneously-sized elements stay O(1) as long as you cluster within the cap; raise new Runner({ gl, framebufferPoolSize: N }) if you routinely render at more than 4 distinct sizes per frame.

Characteristics

  • WebGL2 only. No WebGL1 fallback.
  • Zero runtime dependencies except @vysmo/gl-core (transitive).
  • SSR-safe at module load. No DOM access at import — all checks guarded by typeof X !== "undefined".
  • Tree-shakable. Runner alone is ~4.6 KB gzipped; Runner + 3 typical transitions is ~6.5 KB; full bundle (Runner + all 60) is ~28 KB. Each additional transition adds ~0.4 KB.
  • Endpoint-tested. Every transition is verified pixel-pure at progress=0 and progress=1 in headless Chromium per CI.

License

MIT.