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Skills/heygen-com/hyperframes/typegpu
typegpu logo

typegpu

heygen-com/hyperframes
51K installs28K stars
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Installation

npx skills add https://github.com/heygen-com/hyperframes --skill typegpu

Summary

TypeGPU and raw WebGPU adapter patterns for HyperFrames. Use when creating GPU-rendered compositions with TypeGPU, raw WebGPU, WGSL fragment shaders, compute pipelines, liquid glass effects, particle systems, or any canvas layer driven by navigator.gpu that responds to HyperFrames hf-seek events.

SKILL.md

TypeGPU / WebGPU for HyperFrames

HyperFrames supports TypeGPU and raw WebGPU through its typegpu runtime adapter. The adapter does not own your pipeline. It publishes HyperFrames time and dispatches a seek event so your composition can render the exact GPU frame.

Contract

  • Initialize WebGPU asynchronously (await navigator.gpu.requestAdapter()), but register all GSAP tweens synchronously — before any await. The HyperFrames player reads the timeline immediately at page load.
  • Render from HyperFrames time, not performance.now().
  • Listen for the hf-seek event and re-render at exactly that time.
  • Guard against environments where WebGPU is unavailable — the adapter does not check for you.
  • For video renders, call await device.queue.onSubmittedWorkDone() after submitting GPU work to ensure the canvas is flushed before the frame is captured.

The adapter sets window.__hfTypegpuTime and dispatches new CustomEvent("hf-seek", { detail: { time } }) on each seek.

Basic Pattern

<canvas id="gpu-layer"></canvas>
<script>
  (async () => {
    if (!navigator.gpu) return;
    const adapter = await navigator.gpu.requestAdapter();
    if (!adapter) return;
    const device = await adapter.requestDevice();
    const canvas = document.getElementById("gpu-layer");
    canvas.width = 1920;
    canvas.height = 1080;
    const ctx = canvas.getContext("webgpu");
    const fmt = navigator.gpu.getPreferredCanvasFormat();
    ctx.configure({ device, format: fmt, alphaMode: "opaque" });

    // Build your pipeline, buffers, bind groups...
    const timeUniform = new Float32Array([0]);
    const timeBuf = device.createBuffer({
      size: 16,
      usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
    });

    function render(t) {
      timeUniform[0] = t;
      device.queue.writeBuffer(timeBuf, 0, timeUniform);
      const enc = device.createCommandEncoder();
      const pass = enc.beginRenderPass({
        colorAttachments: [
          {
            view: ctx.getCurrentTexture().createView(),
            loadOp: "clear",
            clearValue: { r: 0, g: 0, b: 0, a: 1 },
            storeOp: "store",
          },
        ],
      });
      pass.setPipeline(pipeline);
      pass.setBindGroup(0, bindGroup);
      pass.draw(3);
      pass.end();
      device.queue.submit([enc.finish()]);
    }

    render(0);
    window.addEventListener("hf-seek", (e) => render(e.detail.time));
  })();
</script>

Timeline Registration

GSAP tweens that drive text, captions, or HTML elements must be registered synchronously — before any await:

const tl = gsap.timeline({ paused: true });

// Caption tweens: synchronous, added before WebGPU init
gsap.set(".cap", { opacity: 0 });
tl.to("#cap-1", { opacity: 1, duration: 0.3 }, 1.0);
tl.to("#cap-1", { opacity: 0, duration: 0.2 }, 3.5);

window.__timelines["my-comp"] = tl;

// GPU-dependent tweens can go inside the async IIFE
(async () => {
  // ... WebGPU init ...
  const proxy = { value: 0 };
  tl.to(proxy, { value: 1, duration: 2, onUpdate: render }, 0.5);
})();

Video-Backed Effects (Liquid Glass, Distortion)

To use a <video> as the GPU input texture:

const videoEl = document.getElementById("aroll");

// Wait for video metadata before creating the texture
await new Promise((r) => {
  if (videoEl.readyState >= 1) r();
  else videoEl.addEventListener("loadedmetadata", r, { once: true });
});

// Create texture at the video's NATIVE resolution
const vw = videoEl.videoWidth,
  vh = videoEl.videoHeight;
const bgTex = device.createTexture({
  size: [vw, vh],
  format: "rgba8unorm",
  usage:
    GPUTextureUsage.COPY_DST | GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.RENDER_ATTACHMENT,
});

function render(t) {
  try {
    device.queue.copyExternalImageToTexture({ source: videoEl }, { texture: bgTex }, [vw, vh]);
  } catch (_) {
    /* frame not decoded yet */
  }
  // ... draw ...
}

Render-mode caveat: headless Chrome may fail copyExternalImageToTexture for video elements. For production renders, pre-extract key frames via FFmpeg as PNGs and load them as image textures instead.

Frosted Blur via Downsample Pass

A single-pass Gaussian kernel is too weak for glass-like frosted blur. Use a two-pass approach:

  1. Pass 1 — Downsample: render the full-res texture to a small texture (1/6 resolution). Bilinear filtering during the downsample naturally averages pixels.
  2. Pass 2 — Glass composite: sample the small texture for the frosted interior (bilinear upscale = heavy smooth blur) and the full-res texture for sharp areas and chromatic refraction.

This matches TypeGPU's textureSampleBias mip-level approach without generating mipmaps.

Transparent vs Opaque Canvas

  • alphaMode: 'opaque' — the GPU canvas renders the full frame (video + effect). Use when the GPU pipeline handles all visual content.
  • alphaMode: 'premultiplied' — the GPU canvas is transparent where alpha = 0, letting HTML elements below show through. Use for overlays (particles, path animations) on top of a regular <video> element.

WGSL Full-Screen Triangle

The standard vertex shader for full-screen effects (no vertex buffer needed):

struct Vo { @builtin(position) pos: vec4f, @location(0) uv: vec2f }

@vertex fn vs(@builtin(vertex_index) vi: u32) -> Vo {
  let ps = array<vec2f, 3>(vec2f(-1., -1.), vec2f(3., -1.), vec2f(-1., 3.));
  let ts = array<vec2f, 3>(vec2f(0., 1.), vec2f(2., 1.), vec2f(0., -1.));
  return Vo(vec4f(ps[vi], 0., 1.), ts[vi]);
}

Draw with pass.draw(3) — one triangle that covers the viewport.

Rounded-Rect SDF (Liquid Glass Pill)

fn sdf_box(p: vec2f, half_size: vec2f, corner_radius: f32) -> f32 {
  let d = abs(p) - half_size + vec2f(corner_radius);
  return length(max(d, vec2f(0.))) + min(max(d.x, d.y), 0.) - corner_radius;
}

Use this to define inside/ring/outside zones for glass effects. Negative values are inside the shape.

Deterministic Rendering

  • No Math.random() — use a seeded PRNG.
  • No requestAnimationFrame for the render loop — render only in response to hf-seek.
  • No performance.now() for animation time — read window.__hfTypegpuTime or e.detail.time.
  • After GPU submit, call await device.queue.onSubmittedWorkDone() for render-mode frame capture.

Score

0–100
78/ 100

Grade

B

Popularity30/30

50,987 installs — top-tier adoption.

Completeness27/30

Documented: full SKILL.md body, description, one-line install. Missing: category/license metadata.

Trust15/25

Community skill with a public GitHub source repository you can review.

Freshness6/15

No update timestamp is tracked for this skill in our catalog.

Scored automatically from popularity, completeness, trust, and freshness — computed only from data in our catalog, never fabricated.

Proud of your score? Add this badge to your README.

Paste a snippet into your GitHub README. The badge updates automatically and links back to this page.

Typegpu skill score badge previewScore badge

Markdown

[![Typegpu skill](https://www.remoteopenclaw.com/skills/heygen-com/hyperframes/typegpu/badges/score.svg)](https://www.remoteopenclaw.com/skills/heygen-com/hyperframes/typegpu)

HTML

<a href="https://www.remoteopenclaw.com/skills/heygen-com/hyperframes/typegpu"><img src="https://www.remoteopenclaw.com/skills/heygen-com/hyperframes/typegpu/badges/score.svg" alt="Typegpu skill"/></a>

Typegpu FAQ

How do I install the Typegpu skill?

Run “npx skills add https://github.com/heygen-com/hyperframes --skill typegpu” in your terminal. The skill is added to your agent's skills directory and picked up automatically on the next run — no restart or extra configuration needed.

What does the Typegpu skill do?

TypeGPU and raw WebGPU adapter patterns for HyperFrames. Use when creating GPU-rendered compositions with TypeGPU, raw WebGPU, WGSL fragment shaders, compute pipelines, liquid glass effects, particle systems, or any canvas layer driven by navigator.gpu that responds to HyperFrames hf-seek events. The full SKILL.md on this page shows the exact instructions the skill gives your agent.

Is the Typegpu skill free?

Yes. Typegpu is a free, open-source skill published from heygen-com/hyperframes. As with any third-party skill, review the source repository before installing it into an agent with sensitive access.

Does Typegpu work with Claude Code and OpenClaw?

Yes. Skills use the portable SKILL.md format, so Typegpu works with Claude Code, OpenClaw, Codex, Hermes, and any other agent that reads SKILL.md skills.

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