> ## Documentation Index
> Fetch the complete documentation index at: https://hyperframes.heygen.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Filmed Screen

> Your scene, filmed off a screen: perspective, depth of field that follows an element you name, LED sub-pixels and per-shot colour grades. Shots glide into each other, focus racks between elements, and the focused element stays sharp.

export const InstallCommand = ({command, item}) => {
  const [copied, setCopied] = React.useState(false);
  const [tuned, setTuned] = React.useState("");
  React.useEffect(() => {
    if (!item) return;
    const read = () => {
      try {
        const raw = new URLSearchParams(window.location.search).get(`vars-${item}`);
        if (!raw) return setTuned("");
        const parsed = JSON.parse(raw);
        if (!parsed || typeof parsed !== "object" || Array.isArray(parsed)) return setTuned("");
        if (Object.keys(parsed).length === 0) return setTuned("");
        setTuned(` --vars '${JSON.stringify(parsed)}'`);
      } catch {
        setTuned("");
      }
    };
    read();
    window.addEventListener("hf-vars-changed", read);
    window.addEventListener("popstate", read);
    return () => {
      window.removeEventListener("hf-vars-changed", read);
      window.removeEventListener("popstate", read);
    };
  }, [item]);
  const fullCommand = `${command}${tuned}`;
  const copy = async () => {
    try {
      if (navigator.clipboard && window.isSecureContext) {
        await navigator.clipboard.writeText(fullCommand);
      } else {
        const previous = document.activeElement;
        const scratch = document.createElement("textarea");
        scratch.value = fullCommand;
        scratch.setAttribute("readonly", "");
        scratch.style.position = "fixed";
        scratch.style.opacity = "0";
        document.body.appendChild(scratch);
        scratch.select();
        document.execCommand("copy");
        document.body.removeChild(scratch);
        previous?.focus?.();
      }
      setCopied(true);
      setTimeout(() => setCopied(false), 2000);
    } catch {}
  };
  return <div className="hf-install-command not-prose my-4 flex items-stretch overflow-hidden rounded-xl border border-zinc-200 bg-zinc-50 dark:border-zinc-800 dark:bg-zinc-900">
      <code className="flex-1 overflow-x-auto whitespace-nowrap border-r border-zinc-200 px-4 py-3 font-mono text-sm text-zinc-800 dark:border-zinc-800 dark:text-zinc-100">
        {fullCommand}
      </code>
      <button type="button" onClick={copy} data-copied={copied ? "true" : "false"} aria-label={`Copy ${command} to the clipboard`} className="hf-install-copy">
        <svg className="hf-install-copy-clipboard" xmlns="http://www.w3.org/2000/svg" width="16" height="16" viewBox="0 0 18 18" fill="none" stroke="currentColor" strokeWidth="1.5" strokeLinecap="round" strokeLinejoin="round" aria-hidden="true">
          <path d="M14.25 5.25H7.25C6.14543 5.25 5.25 6.14543 5.25 7.25V14.25C5.25 15.3546 6.14543 16.25 7.25 16.25H14.25C15.3546 16.25 16.25 15.3546 16.25 14.25V7.25C16.25 6.14543 15.3546 5.25 14.25 5.25Z" />
          <path d="M2.80103 11.998L1.77203 5.07397C1.61003 3.98097 2.36403 2.96397 3.45603 2.80197L10.38 1.77297C11.313 1.63397 12.19 2.16297 12.528 3.00097" />
        </svg>
        <svg className="hf-install-copy-check" xmlns="http://www.w3.org/2000/svg" width="16" height="16" viewBox="0 0 18 18" fill="none" stroke="currentColor" strokeWidth="2" strokeLinecap="round" strokeLinejoin="round" aria-hidden="true">
          <path d="M2.75 9.5L6.5 13.25L15.25 4.5" />
        </svg>
      </button>
      <span className="hf-install-copy-status" role="status" aria-live="polite">
        {copied ? "Copied" : ""}
      </span>
    </div>;
};

export const CatalogSlot = ({slot, children}) => <div data-slot={slot} className="prose prose-gray dark:prose-invert">
    {children}
  </div>;

export const CatalogDetail = ({previewSrc, compositionId, compositionSrc, variables = [], title, description, meta = {}, about, attribution, rawUrl, video, poster, webgpu, needsFlag, hasCode, children}) => {
  const SHIKI = {
    punct: {
      color: "rgb(31, 35, 40)",
      "--shiki-dark": "#808080"
    },
    tag: {
      color: "rgb(17, 99, 41)",
      "--shiki-dark": "#569CD6"
    },
    attr: {
      color: "rgb(5, 80, 174)",
      "--shiki-dark": "#9CDCFE"
    },
    equals: {
      color: "rgb(31, 35, 40)",
      "--shiki-dark": "#D4D4D4"
    },
    value: {
      color: "rgb(10, 48, 105)",
      "--shiki-dark": "#CE9178"
    }
  };
  const CSS = `
.hf-ve {
  --ve-fg: #18181b;
  --ve-muted: #71717a;
  --ve-line: #e4e4e7;
  --ve-surface: #ffffff;
  --ve-sunken: #fafafa;
  --ve-hover: #f4f4f5;
  --ve-on-bg: #18181b;
  --ve-on-fg: #ffffff;
  --ve-ring: rgba(24, 24, 27, 0.14);
  --ve-danger: #b42318;
}
:where(html.dark) .hf-ve {
  --ve-fg: #f4f4f5;
  --ve-muted: #a1a1aa;
  --ve-line: #27272a;
  --ve-surface: #18181b;
  --ve-sunken: #131316;
  --ve-hover: #27272a;
  --ve-on-bg: #f4f4f5;
  --ve-on-fg: #18181b;
  --ve-ring: rgba(244, 244, 245, 0.2);
  --ve-danger: #ff9d95;
}

.hf-ve-tabs {
  display: inline-flex;
  gap: 2px;
  padding: 3px;
  border: 1px solid var(--ve-line);
  border-radius: 9999px;
  background: var(--ve-sunken);
}
.hf-ve-tab {
  padding: 4px 12px;
  border-radius: 9999px;
  font-size: 12px;
  font-weight: 500;
  color: var(--ve-muted);
  background: transparent;
}
.hf-ve-tab[data-on="true"] {
  color: var(--ve-fg);
  background: var(--ve-hover);
}
.hf-ve-tab:focus:not(:focus-visible) { outline: none; box-shadow: none; }
.hf-ve-tab:hover:not([data-on="true"]) { color: var(--ve-fg); }

/* Not a grid. A grid row is as tall as its tallest cell, so a five-line snippet
   sat in the preview's 16:9 box with 300px of dead area under it. The inactive
   pane is taken out of flow instead — and stretches left/right rather than to
   inset 0, so the iframe keeps its own height. An iframe resized on every tab
   switch reflows the composition running inside it. */
.hf-ve-frame { position: relative; }
.hf-ve-cell { min-width: 0; }
.hf-ve-cell[data-on="false"] {
  position: absolute;
  top: 0;
  left: 0;
  right: 0;
  visibility: hidden;
  pointer-events: none;
}
.hf-ve-preview {
  overflow: hidden;
  border: 1px solid var(--ve-line);
  border-radius: 12px;
}
/* CodeBlock carries the page margins (mt-5 mb-8) that separate it from prose,
   which is dead space inside a tab. Element plus two classes out-specifies a
   Tailwind utility without !important. */
.hf-ve-cell > div.code-block { margin: 0; }
/* The snippet wraps; the source does not.
   A value the reader has to read in full should not hide half of itself off the
   right edge, so the snippet pane wraps — what \`\`\`html wrap does for a fence.
   The width reset is the half that matters: the block's own <code> is sized to
   max-content, and content that never meets an edge never wraps.
   Source is left to scroll sideways like every other code block on the site.
   Wrapping it breaks its indentation, and a comment paragraph re-flowed to a
   narrow column reads worse than one the reader can scroll. */
.hf-ve-snippet .shiki,
.hf-ve-snippet .shiki code {
  white-space: pre-wrap;
  overflow-wrap: anywhere;
}
/* A composition source runs to several hundred lines, and an un-capped tab
   pushes the Customize panel off the screen. The cap goes on the scroll box
   rather than the block, so the filename and its copy button stay put; and it
   is a max-height, so a short source still hugs its own content and the dead
   area under it stays gone. */
.hf-ve-cell .code-block pre {
  max-height: 460px;
  overflow: auto;
}
/* Four classes deep because the rule being answered is three
   (\`html:not(.dark) .codeblock-light pre.shiki code\`), and a shorter selector
   silently loses to it. */
.hf-ve .hf-ve-snippet .code-block pre.shiki code {
  width: auto;
  min-width: 0;
}

.hf-ve-panel {
  margin-top: 12px;
  border: 1px solid var(--ve-line);
  border-radius: 12px;
}
.hf-ve-head {
  display: flex;
  align-items: center;
  justify-content: space-between;
  padding: 8px 16px;
  border-bottom: 1px solid var(--ve-line);
}
.hf-ve-title {
  font-size: 11px;
  font-weight: 600;
  letter-spacing: 0.06em;
  text-transform: uppercase;
  color: var(--ve-muted);
}
.hf-ve-grid {
  display: grid;
  gap: 16px 28px;
  padding: 16px;
}
@media (min-width: 640px) {
  .hf-ve-grid { grid-template-columns: 1fr 1fr; }
}
.hf-ve-row {
  display: flex;
  align-items: baseline;
  justify-content: space-between;
  gap: 12px;
  margin-bottom: 6px;
}
.hf-ve-label { font-size: 14px; font-weight: 500; color: var(--ve-fg); }
.hf-ve-value {
  font-family: ui-monospace, SFMono-Regular, Menlo, monospace;
  font-size: 12px;
  font-variant-numeric: tabular-nums;
  color: var(--ve-muted);
}
.hf-ve-desc {
  margin: 6px 0 0;
  font-size: 12px;
  line-height: 1.45;
  color: var(--ve-muted);
}

.hf-ve-btn {
  padding: 4px 10px;
  border: 1px solid transparent;
  border-radius: 8px;
  font-size: 12px;
  font-weight: 500;
  color: var(--ve-muted);
  background: transparent;
}
.hf-ve-btn:hover:not(:disabled) { color: var(--ve-fg); background: var(--ve-hover); }
.hf-ve-btn:disabled { opacity: 0.4; cursor: default; }

.hf-ve-field {
  width: 100%;
  height: 36px;
  padding: 0 12px;
  border: 1px solid var(--ve-line);
  border-radius: 8px;
  font-size: 14px;
  line-height: 1.4;
  color: var(--ve-fg);
  background: var(--ve-surface);
}
.hf-ve-field::placeholder { color: var(--ve-muted); }
.hf-ve-mono { font-family: ui-monospace, SFMono-Regular, Menlo, monospace; font-size: 13px; }

/* Focus, once, for every control here. A ring outside the border rather than a
   border colour alone: the border already carries the resting state, so
   recolouring it is a change a reader can miss. Nothing shifts, because the
   ring is a shadow. :focus-visible, so a pointer click does not light it up. */
.hf-ve-field:focus-visible,
.hf-ve-seg-btn:focus-visible,
.hf-ve-tab:focus-visible,
.hf-ve-btn:focus-visible,
.hf-ve-switch:focus-visible,
.hf-ve-swatch:focus-visible {
  outline: none;
  border-color: var(--ve-on-bg);
  box-shadow: 0 0 0 3px var(--ve-ring);
}
/* A range is a track, and ringing the track rings a pill the width of the
   panel. The thumb is the part that has focus, so the thumb is what says so. */
.hf-ve-range:focus-visible { outline: none; }
.hf-ve-range:focus-visible::-webkit-slider-thumb { box-shadow: 0 0 0 4px var(--ve-ring); }
.hf-ve-range:focus-visible::-moz-range-thumb { box-shadow: 0 0 0 4px var(--ve-ring); }
/* Safari still fires :focus for a click on a button, so the pair is kept. */
.hf-ve-field:focus { outline: none; border-color: var(--ve-on-bg); }

/* The enum branch above sends anything past four options here. No shipped item
   does today (every enum in the registry has two to four), so this is styled to
   the point of not looking foreign and no further — the chevron is one neutral
   grey rather than a per-theme pair, because a data URI cannot read a token. */
.hf-ve-select {
  appearance: none;
  -webkit-appearance: none;
  padding-right: 34px;
  background-image: url("data:image/svg+xml;charset=utf-8,%3Csvg xmlns='http://www.w3.org/2000/svg' width='16' height='16' fill='none' stroke='%2389898f' stroke-width='2' stroke-linecap='round' stroke-linejoin='round'%3E%3Cpath d='m4 6 4 4 4-4'/%3E%3C/svg%3E");
  background-repeat: no-repeat;
  background-position: right 10px center;
  cursor: pointer;
}

.hf-ve-seg {
  display: flex;
  padding: 2px;
  border: 1px solid var(--ve-line);
  border-radius: 8px;
}
.hf-ve-seg-btn {
  flex: 1;
  padding: 4px 8px;
  border-radius: 6px;
  font-size: 12px;
  font-weight: 500;
  color: var(--ve-muted);
  background: transparent;
}
.hf-ve-seg-btn:hover:not([data-on="true"]) { color: var(--ve-fg); background: var(--ve-hover); }
.hf-ve-seg-btn[data-on="true"] { color: var(--ve-on-fg); background: var(--ve-on-bg); }

/* A range, rebuilt. \`accent-color\` alone leaves the platform's hairline track,
   which reads as an unstyled browser part next to everything else here. Each
   engine names its parts differently and shares none of them, so the same
   track and thumb are written twice; a selector either engine cannot parse
   drops the whole rule, which is why they are never grouped. */
.hf-ve-range {
  width: 100%;
  height: 20px;
  appearance: none;
  -webkit-appearance: none;
  border: 0;
  border-radius: 9999px;
  background: transparent;
  cursor: pointer;
}
/* --ve-fill is set per render: painting progress on a native track means a
   two-stop gradient, and only the component knows where the value sits. */
.hf-ve-range::-webkit-slider-runnable-track {
  height: 6px;
  border-radius: 9999px;
  background: linear-gradient(
    to right,
    var(--ve-on-bg) var(--ve-fill, 0%),
    var(--ve-line) var(--ve-fill, 0%)
  );
}
.hf-ve-range::-webkit-slider-thumb {
  -webkit-appearance: none;
  width: 16px;
  height: 16px;
  margin-top: -5px;
  border: 2px solid var(--ve-on-bg);
  border-radius: 9999px;
  background: var(--ve-surface);
  box-shadow: 0 1px 2px rgba(0, 0, 0, 0.14);
}
.hf-ve-range::-moz-range-track { height: 6px; border-radius: 9999px; background: var(--ve-line); }
.hf-ve-range::-moz-range-progress { height: 6px; border-radius: 9999px; background: var(--ve-on-bg); }
.hf-ve-range::-moz-range-thumb {
  width: 16px;
  height: 16px;
  border: 2px solid var(--ve-on-bg);
  border-radius: 9999px;
  background: var(--ve-surface);
  box-shadow: 0 1px 2px rgba(0, 0, 0, 0.14);
}
/* Hover reads on the part being aimed at rather than on the whole strip: a
   track that darkens under the pointer says "click me and the thumb comes
   here", which is what a native range actually does. */
.hf-ve-range:hover::-webkit-slider-thumb { border-color: var(--ve-fg); }
.hf-ve-range:hover::-moz-range-thumb { border-color: var(--ve-fg); }

/* The number control, and the three things it used to leave unsaid.
 *
 * It could not say where the range ends, so a reader dragging \`stroke_width\`
 * had no idea whether 12 was nearly nothing or nearly everything: the ends now
 * carry min and max.
 *
 * It could not say where the author left the knob, which is the one reference
 * point a panel built around deviating from the author's choice needs: a mark
 * on the track is the default, and a double click puts the value back on it.
 *
 * And it printed the value in the label row, a fixed distance from a thumb that
 * moves, so reading a drag meant looking in two places at once. The value rides
 * the thumb instead.
 *
 * Still a real <input type="range">. Every custom slider on the web reimplements
 * keyboard stepping, touch, and the screen-reader contract, and most of them do
 * one of the three badly; none of what is added here needed the element
 * replaced. Nothing moves that a finger is not moving: the value tracks the
 * pointer because it is the pointer's own readout, and the only transition is
 * the colour one every other control here shares. */
.hf-ve-slider {
  display: grid;
  gap: 1px;
}
.hf-ve-ruler {
  position: relative;
  height: 17px;
  font-family: ui-monospace, SFMono-Regular, Menlo, monospace;
  font-size: 11px;
  font-variant-numeric: tabular-nums;
  line-height: 17px;
  color: var(--ve-muted);
}
.hf-ve-bound {
  position: absolute;
  top: 0;
}
.hf-ve-bound[data-end="min"] { left: 0; }
.hf-ve-bound[data-end="max"] { right: 0; }
/* An end steps aside rather than being overprinted by the value arriving on
   top of it. Visibility, not opacity: there is no fade here, the label is
   either the thing being read or it is out of the way. */
.hf-ve-ruler[data-near="min"] .hf-ve-bound[data-end="min"],
.hf-ve-ruler[data-near="max"] .hf-ve-bound[data-end="max"] {
  visibility: hidden;
}
/* translateX is centring, not motion: the readout is as wide as its own digits
   and has to hang half of that either side of the thumb. */
.hf-ve-readout {
  position: absolute;
  top: 0;
  left: calc(var(--ve-fill, 0%) + var(--ve-fill-nudge, 0px));
  transform: translateX(-50%);
  color: var(--ve-fg);
  font-weight: 600;
  white-space: nowrap;
}
.hf-ve-track {
  position: relative;
  display: block;
}
.hf-ve-range { display: block; }
.hf-ve-default {
  position: absolute;
  top: 5px;
  left: calc(var(--ve-default, 50%) + var(--ve-default-nudge, 0px));
  width: 2px;
  height: 10px;
  margin-left: -1px;
  border-radius: 1px;
  background: var(--ve-muted);
  pointer-events: none;
}

/* A switch, for the boolean type. It used to fall through to the text input at
   the end of control(), which asked the reader to type the word "true". */
.hf-ve-switch {
  display: inline-flex;
  align-items: center;
  width: 40px;
  height: 24px;
  padding: 2px;
  border: 1px solid var(--ve-line);
  border-radius: 9999px;
  background: var(--ve-sunken);
  cursor: pointer;
}
.hf-ve-switch[data-on="true"] { border-color: var(--ve-on-bg); background: var(--ve-on-bg); }
.hf-ve-switch-dot {
  width: 18px;
  height: 18px;
  border-radius: 9999px;
  background: var(--ve-surface);
  box-shadow: 0 1px 2px rgba(0, 0, 0, 0.18);
}
.hf-ve-switch[data-on="true"] .hf-ve-switch-dot {
  background: var(--ve-on-fg);
  transform: translateX(16px);
}

/* The SVG import control: the same text field, with a way to fill it.
 *
 * The whole block is the drop target, not just the field, so a file let go over
 * the button lands too. It says so by taking the same border colour a focused
 * field takes, which is the one feedback channel this panel has left.
 *
 * A bare <input type="file"> is unlabelled, unstyleable and reads as "No file
 * chosen" next to controls that carry their own value, so the real input is
 * taken out of the layout and the tab order and a button in front of it is what
 * a reader sees and what a keyboard reaches. Hidden with size and opacity
 * rather than display:none, because an input that is not rendered at all is one
 * some browsers decline to open a picker for. */
.hf-ve-drop {
  display: grid;
  gap: 8px;
}
.hf-ve-drop[data-over="true"] .hf-ve-dropzone {
  border-color: var(--ve-on-bg);
  border-style: solid;
}

/* The import is the action almost everyone wants: a reader arrives with a
   shape, not with path data. A dashed target reads as "put a file here" on
   sight, where a button beneath a field of coordinates read as an afterthought
   to the coordinates. */
.hf-ve-dropzone {
  display: grid;
  justify-items: center;
  gap: 6px;
  padding: 18px 12px;
  border: 1px dashed var(--ve-line);
  border-radius: 10px;
  background: var(--ve-surface);
  text-align: center;
}
.hf-ve-dropzone .hf-ve-btn {
  padding: 7px 16px;
  font-size: 13px;
  color: var(--ve-fg);
  border-color: var(--ve-line);
  background: var(--ve-bg);
}
.hf-ve-dropzone .hf-ve-btn:hover:not(:disabled) { background: var(--ve-hover); }

/* Path data stays reachable, but a reader has to ask for it. A native details
   element rather than our own toggle, so it opens with the keyboard and is
   announced as expandable without any wiring. */
.hf-ve-advanced > summary {
  font-size: 12px;
  color: var(--ve-muted);
  cursor: pointer;
  list-style: none;
  padding: 2px 0;
}
.hf-ve-advanced > summary::-webkit-details-marker { display: none; }
.hf-ve-advanced > summary::before { content: "▸ "; }
.hf-ve-advanced[open] > summary::before { content: "▾ "; }
.hf-ve-advanced > summary:hover { color: var(--ve-fg); }
.hf-ve-advanced .hf-ve-field { margin-top: 6px; }
.hf-ve-file {
  position: absolute;
  width: 1px;
  height: 1px;
  opacity: 0;
  pointer-events: none;
}
.hf-ve-note {
  margin: 0;
  min-width: 0;
  font-size: 12px;
  line-height: 1.4;
  color: var(--ve-muted);
}
.hf-ve-note[data-tone="error"] { color: var(--ve-danger); }
.hf-ve-note[data-tone="ok"] { color: var(--ve-fg); }

.hf-ve-swatch {
  width: 40px;
  height: 32px;
  flex-shrink: 0;
  padding: 2px;
  border: 1px solid var(--ve-line);
  border-radius: 8px;
  background: var(--ve-surface);
  cursor: pointer;
}

/* Nothing here moves.
 *
 * A press-down scale on every button and field, a scale-in on the tab panes, a
 * springing switch knob and a growing slider thumb were all flourish: the
 * control had already told you what it did by changing colour, and the motion
 * was a second, slower answer to a question already settled. What is left is
 * one colour transition, short enough to read as immediate and long enough not
 * to flicker. A control here may change colour; it does not move.
 *
 * Which is also why there is no prefers-reduced-motion block any more. There is
 * no motion left to reduce. */
.hf-ve-tint {
  transition:
    background-color 100ms ease,
    border-color 100ms ease,
    color 100ms ease;
}

.hf-ve-head-title { margin: 8px 0 28px; }
.hf-ve-head-title h1 { margin: 0; font-size: 44px; line-height: 1.1; font-weight: 700; letter-spacing: -0.02em; color: var(--ve-fg); }
.hf-ve-head-title p { margin: 12px 0 0; font-size: 18px; line-height: 1.5; color: var(--ve-muted); max-width: 70ch; }
@media (max-width: 640px) { .hf-ve-head-title h1 { font-size: 32px; } }
/* Item page anatomy: bar, stage beside Tune, tabs, tab body. */
.hf-ve-bar {
  display: flex;
  flex-wrap: wrap;
  align-items: center;
  justify-content: space-between;
  gap: 12px 20px;
  margin-bottom: 16px;
}
.hf-ve-meta {
  display: flex;
  flex-wrap: wrap;
  align-items: baseline;
  gap: 6px 18px;
  font-size: 14px;
  color: var(--ve-muted);
}
.hf-ve-meta b { color: var(--ve-fg); font-weight: 600; }
.hf-ve-badge {
  padding: 2px 10px;
  border-radius: 9999px;
  font-size: 12px;
  background: var(--ve-hover);
}
.hf-ve-actions { display: flex; flex-wrap: wrap; gap: 8px; }
.hf-ve-action {
  display: inline-grid;
  align-items: center;
  justify-items: center;
  padding: 8px 14px;
  border-radius: 10px;
  font-size: 14px;
  font-weight: 500;
  color: var(--ve-fg);
  background: var(--ve-hover);
  text-decoration: none;
  border: 0;
  cursor: pointer;
}
.hf-ve-action-label { grid-area: 1 / 1; }
.hf-ve-action-label[data-shown="false"] { visibility: hidden; }
.hf-ve-action:hover:not(:disabled) { background: var(--ve-line); }
.hf-ve-action:disabled { opacity: 0.4; cursor: default; }
.hf-ve-tune-foot .hf-ve-action { justify-content: center; white-space: nowrap; }
.hf-ve-action[data-primary="true"] { color: var(--ve-on-fg); background: var(--ve-on-bg); }
.hf-ve-action[data-primary="true"]:hover:not(:disabled) { background: var(--ve-on-bg); opacity: 0.88; }
.hf-ve-main { display: grid; gap: 16px; grid-template-columns: minmax(0, 1fr); }
@media (min-width: 1024px) {
  .hf-ve-main[data-tune="true"] { grid-template-columns: minmax(0, 1fr) 340px; }
}
.hf-ve-stage {
  overflow: hidden;
  border: 1px solid var(--ve-line);
  border-radius: 14px;
  background: var(--ve-surface);
}
.hf-ve-stage .hf-ve-preview { border: 0; border-radius: 0; }
.hf-ve-caption { padding: 10px 16px; font-size: 13px; color: var(--ve-muted); }
.hf-ve-caption span + span { margin-left: 16px; }
.hf-ve-tune {
  position: relative;
  min-height: 320px;
  border: 1px solid var(--ve-line);
  border-radius: 14px;
  background: var(--ve-surface);
}
.hf-ve-tune-inner { display: flex; flex-direction: column; max-height: 520px; }
@media (min-width: 1024px) {
  .hf-ve-tune-inner { position: absolute; inset: 0; max-height: none; }
}
.hf-ve-tune-head {
  display: flex;
  align-items: baseline;
  gap: 8px;
  padding: 14px 16px;
  border-bottom: 1px solid var(--ve-line);
  font-weight: 600;
}
.hf-ve-tune-head small { font-weight: 400; font-size: 13px; color: var(--ve-muted); }
.hf-ve-tune-list {
  flex: 1;
  min-height: 0;
  overflow: auto;
  overscroll-behavior: contain;
  display: grid;
  gap: 16px;
  padding: 16px;
  align-content: start;
  mask-image: linear-gradient(to bottom, transparent 0, #000 12px, #000 calc(100% - 12px), transparent 100%);
}
.hf-ve-tune-foot {
  display: grid;
  grid-template-columns: repeat(auto-fit, minmax(120px, 1fr));
  gap: 8px;
  padding: 16px;
  border-top: 1px solid var(--ve-line);
}
/* No left inset on the tab row or the panes under it: the page gutter is the
 * page's job, and a second 16px here put everything below the stage on a
 * different left edge from the title, install block and stage above it. */
.hf-ve-tabs-row { margin: 20px 0 0; }
.hf-ve-tabs-row .hf-ve-tab { padding: 6px 16px; font-size: 14px; }
.hf-ve-tabs-row .hf-ve-tab small { margin-left: 6px; font-weight: 400; opacity: 0.7; }
.hf-ve-body { padding: 2rem 0 0; }
.hf-ve-install { margin: 0 0 28px; }
.hf-ve-install-title { margin: 0 0 12px; font-size: 24px; line-height: 1.3; font-weight: 600; letter-spacing: -0.01em; color: var(--ve-fg); }
.hf-ve-about h3 { margin: 0 0 8px; font-size: 16px; font-weight: 600; }
.hf-ve-about p { margin: 0 0 12px; line-height: 1.6; max-width: 72ch; }
.hf-ve-about .hf-ve-attr { font-size: 14px; color: var(--ve-muted); }
.hf-ve-about .hf-ve-attr a { color: var(--ve-fg); text-decoration: underline; }
.hf-ve-body-pane[hidden] { display: none; }
.hf-ve-slots > [data-slot] { display: none; }
.hf-ve-slots[data-tab="code"] > [data-slot="code"],
.hf-ve-slots[data-tab="docs"] > [data-slot="docs"] { display: block; }
.hf-ve-body-pane .code-block pre,
.hf-ve-slots [data-slot="code"] pre { max-height: 560px; overflow: auto; }
@media (max-width: 640px) {
  .hf-ve-actions { width: 100%; }
  .hf-ve-action { flex: 1 1 calc(50% - 8px); justify-content: center; }
}

`;
  const isSvgPathData = value => typeof value === "string" && (/^\s*[Mm]\s*-?[\d.]/).test(value);
  const parsePathData = d => {
    const source = String(d);
    const arity = {
      M: 2,
      L: 2,
      H: 1,
      V: 1,
      C: 6,
      S: 4,
      Q: 4,
      T: 2,
      A: 7,
      Z: 0
    };
    const commands = [];
    let at = 0;
    let code = "";
    const separator = () => {
      while (at < source.length && (/[\s,]/).test(source[at])) at += 1;
    };
    const digits = () => {
      while (at < source.length && source[at] >= "0" && source[at] <= "9") at += 1;
    };
    const number = () => {
      separator();
      const start = at;
      if (source[at] === "+" || source[at] === "-") at += 1;
      digits();
      if (source[at] === ".") {
        at += 1;
        digits();
      }
      if (source[at] === "e" || source[at] === "E") {
        at += 1;
        if (source[at] === "+" || source[at] === "-") at += 1;
        digits();
      }
      const text = source.slice(start, at);
      const value = Number(text);
      if (text === "" || !Number.isFinite(value)) {
        throw new Error(`expected a number at character ${start + 1}`);
      }
      return value;
    };
    const flag = () => {
      separator();
      const character = source[at];
      if (character !== "0" && character !== "1") {
        throw new Error(`expected an arc flag at character ${at + 1}`);
      }
      at += 1;
      return Number(character);
    };
    separator();
    while (at < source.length) {
      const character = source[at];
      if ((/[a-zA-Z]/).test(character)) {
        if (arity[character.toUpperCase()] === undefined) {
          throw new Error(`unknown command "${character}"`);
        }
        code = character;
        at += 1;
      } else if (code === "") {
        throw new Error("path data must open with a command");
      } else if (code === "M" || code === "m") {
        code = code === "M" ? "L" : "l";
      } else if (code === "Z" || code === "z") {
        throw new Error(`expected a command at character ${at + 1}`);
      }
      const letter = code.toUpperCase();
      const args = [];
      if (letter === "A") {
        args.push(number(), number(), number(), flag(), flag(), number(), number());
      } else {
        for (let taken = 0; taken < arity[letter]; taken += 1) args.push(number());
      }
      commands.push({
        code,
        args
      });
      separator();
    }
    if (commands.length === 0) throw new Error("path data is empty");
    return commands;
  };
  const normalisePathData = commands => {
    const out = [];
    let x = 0;
    let y = 0;
    let startX = 0;
    let startY = 0;
    let cubicControl = null;
    let quadraticControl = null;
    for (const {code, args} of commands) {
      const letter = code.toUpperCase();
      const relative = code !== letter;
      const dx = relative ? x : 0;
      const dy = relative ? y : 0;
      const pairs = values => {
        const mapped = [];
        for (let index = 0; index + 1 < values.length; index += 2) {
          mapped.push(values[index] + dx, values[index + 1] + dy);
        }
        return mapped;
      };
      let nextCubic = null;
      let nextQuadratic = null;
      if (letter === "M") {
        const [px, py] = pairs(args);
        out.push({
          code: "M",
          args: [px, py]
        });
        x = px;
        y = py;
        startX = px;
        startY = py;
      } else if (letter === "L") {
        const [px, py] = pairs(args);
        out.push({
          code: "L",
          args: [px, py]
        });
        x = px;
        y = py;
      } else if (letter === "H") {
        x = args[0] + dx;
        out.push({
          code: "L",
          args: [x, y]
        });
      } else if (letter === "V") {
        y = args[0] + dy;
        out.push({
          code: "L",
          args: [x, y]
        });
      } else if (letter === "C") {
        const points = pairs(args);
        out.push({
          code: "C",
          args: points
        });
        nextCubic = [points[2], points[3]];
        x = points[4];
        y = points[5];
      } else if (letter === "S") {
        const points = pairs(args);
        const first = cubicControl ? [2 * x - cubicControl[0], 2 * y - cubicControl[1]] : [x, y];
        out.push({
          code: "C",
          args: [...first, ...points]
        });
        nextCubic = [points[0], points[1]];
        x = points[2];
        y = points[3];
      } else if (letter === "Q") {
        const points = pairs(args);
        out.push({
          code: "Q",
          args: points
        });
        nextQuadratic = [points[0], points[1]];
        x = points[2];
        y = points[3];
      } else if (letter === "T") {
        const points = pairs(args);
        const control = quadraticControl ? [2 * x - quadraticControl[0], 2 * y - quadraticControl[1]] : [x, y];
        out.push({
          code: "Q",
          args: [...control, ...points]
        });
        nextQuadratic = control;
        x = points[0];
        y = points[1];
      } else if (letter === "A") {
        const endX = args[5] + dx;
        const endY = args[6] + dy;
        out.push(...arcToCubics(x, y, args[0], args[1], args[2], args[3], args[4], endX, endY));
        x = endX;
        y = endY;
      } else if (letter === "Z") {
        out.push({
          code: "Z",
          args: []
        });
        x = startX;
        y = startY;
      }
      cubicControl = nextCubic;
      quadraticControl = nextQuadratic;
    }
    return out;
  };
  const arcToCubics = (x1, y1, rx, ry, rotation, largeArc, sweep, x2, y2) => {
    if (x1 === x2 && y1 === y2) return [];
    let radiusX = Math.abs(rx);
    let radiusY = Math.abs(ry);
    if (radiusX === 0 || radiusY === 0) return [{
      code: "L",
      args: [x2, y2]
    }];
    const phi = rotation * Math.PI / 180;
    const cosPhi = Math.cos(phi);
    const sinPhi = Math.sin(phi);
    const midX = (x1 - x2) / 2;
    const midY = (y1 - y2) / 2;
    const primeX = cosPhi * midX + sinPhi * midY;
    const primeY = -sinPhi * midX + cosPhi * midY;
    const oversize = primeX * primeX / (radiusX * radiusX) + primeY * primeY / (radiusY * radiusY);
    if (oversize > 1) {
      const grow = Math.sqrt(oversize);
      radiusX *= grow;
      radiusY *= grow;
    }
    const denominator = radiusX * radiusX * primeY * primeY + radiusY * radiusY * primeX * primeX;
    const numerator = radiusX * radiusX * radiusY * radiusY - radiusX * radiusX * primeY * primeY - radiusY * radiusY * primeX * primeX;
    const factor = (largeArc === sweep ? -1 : 1) * Math.sqrt(Math.max(0, numerator) / denominator);
    const centrePrimeX = factor * radiusX * primeY / radiusY;
    const centrePrimeY = -factor * radiusY * primeX / radiusX;
    const centreX = cosPhi * centrePrimeX - sinPhi * centrePrimeY + (x1 + x2) / 2;
    const centreY = sinPhi * centrePrimeX + cosPhi * centrePrimeY + (y1 + y2) / 2;
    const angle = (ux, uy, vx, vy) => {
      const length = Math.hypot(ux, uy) * Math.hypot(vx, vy);
      const cosine = length === 0 ? 1 : Math.min(1, Math.max(-1, (ux * vx + uy * vy) / length));
      return (ux * vy - uy * vx < 0 ? -1 : 1) * Math.acos(cosine);
    };
    const fromX = (primeX - centrePrimeX) / radiusX;
    const fromY = (primeY - centrePrimeY) / radiusY;
    const toX = (-primeX - centrePrimeX) / radiusX;
    const toY = (-primeY - centrePrimeY) / radiusY;
    const start = angle(1, 0, fromX, fromY);
    let sweptAngle = angle(fromX, fromY, toX, toY);
    if (!sweep && sweptAngle > 0) sweptAngle -= 2 * Math.PI;
    if (sweep && sweptAngle < 0) sweptAngle += 2 * Math.PI;
    const steps = Math.max(1, Math.ceil(Math.abs(sweptAngle) / (Math.PI / 2)));
    const step = sweptAngle / steps;
    const handle = 4 / 3 * Math.tan(step / 4);
    const at = t => [centreX + radiusX * Math.cos(t) * cosPhi - radiusY * Math.sin(t) * sinPhi, centreY + radiusX * Math.cos(t) * sinPhi + radiusY * Math.sin(t) * cosPhi];
    const slope = t => [-radiusX * Math.sin(t) * cosPhi - radiusY * Math.cos(t) * sinPhi, -radiusX * Math.sin(t) * sinPhi + radiusY * Math.cos(t) * cosPhi];
    const out = [];
    for (let index = 0; index < steps; index += 1) {
      const from = start + index * step;
      const to = from + step;
      const [ax, ay] = at(from);
      const [bx, by] = at(to);
      const [aSlopeX, aSlopeY] = slope(from);
      const [bSlopeX, bSlopeY] = slope(to);
      out.push({
        code: "C",
        args: [ax + handle * aSlopeX, ay + handle * aSlopeY, bx - handle * bSlopeX, by - handle * bSlopeY, bx, by]
      });
    }
    const last = out[out.length - 1];
    last.args[4] = x2;
    last.args[5] = y2;
    return out;
  };
  const transformPathData = (segments, matrix) => segments.map(({code, args}) => {
    const moved = [];
    for (let index = 0; index + 1 < args.length; index += 2) {
      const x = args[index];
      const y = args[index + 1];
      moved.push(matrix.a * x + matrix.c * y + matrix.e, matrix.b * x + matrix.d * y + matrix.f);
    }
    return {
      code,
      args: moved
    };
  });
  const fitMatrix = (source, target) => {
    const chosen = Math.min(target.width / source.width, target.height / source.height);
    const scale = Number.isFinite(chosen) && chosen > 0 ? chosen : 1;
    return {
      a: scale,
      b: 0,
      c: 0,
      d: scale,
      e: target.x + target.width / 2 - (source.x + source.width / 2) * scale,
      f: target.y + target.height / 2 - (source.y + source.height / 2) * scale
    };
  };
  const printPathData = segments => segments.map(({code, args}) => {
    if (args.length === 0) return code;
    const numbers = args.map(value => {
      const rounded = Math.round(value * 100) / 100;
      return String(Object.is(rounded, -0) ? 0 : rounded);
    });
    return `${code} ${numbers.join(" ")}`;
  }).join(" ");
  const shapePathData = (tag, attrs) => {
    const number = (name, fallback = 0) => {
      const value = parseFloat(attrs[name]);
      return Number.isFinite(value) ? value : fallback;
    };
    if (tag === "path") {
      const d = typeof attrs.d === "string" ? attrs.d.trim() : "";
      return d === "" ? null : d;
    }
    if (tag === "rect") {
      const width = number("width");
      const height = number("height");
      if (!(width > 0) || !(height > 0)) return null;
      const x = number("x");
      const y = number("y");
      const declaredX = parseFloat(attrs.rx);
      const declaredY = parseFloat(attrs.ry);
      const rawX = Number.isFinite(declaredX) ? declaredX : declaredY;
      const rawY = Number.isFinite(declaredY) ? declaredY : declaredX;
      const rx = Math.min(Math.max(Number.isFinite(rawX) ? rawX : 0, 0), width / 2);
      const ry = Math.min(Math.max(Number.isFinite(rawY) ? rawY : 0, 0), height / 2);
      if (rx === 0 || ry === 0) {
        return `M ${x} ${y} H ${x + width} V ${y + height} H ${x} Z`;
      }
      return [`M ${x + rx} ${y}`, `H ${x + width - rx}`, `A ${rx} ${ry} 0 0 1 ${x + width} ${y + ry}`, `V ${y + height - ry}`, `A ${rx} ${ry} 0 0 1 ${x + width - rx} ${y + height}`, `H ${x + rx}`, `A ${rx} ${ry} 0 0 1 ${x} ${y + height - ry}`, `V ${y + ry}`, `A ${rx} ${ry} 0 0 1 ${x + rx} ${y}`, "Z"].join(" ");
    }
    if (tag === "circle" || tag === "ellipse") {
      const rx = tag === "circle" ? number("r") : number("rx");
      const ry = tag === "circle" ? number("r") : number("ry");
      if (!(rx > 0) || !(ry > 0)) return null;
      const cx = number("cx");
      const cy = number("cy");
      return [`M ${cx - rx} ${cy}`, `A ${rx} ${ry} 0 1 0 ${cx + rx} ${cy}`, `A ${rx} ${ry} 0 1 0 ${cx - rx} ${cy}`, "Z"].join(" ");
    }
    if (tag === "line") {
      const x1 = number("x1");
      const y1 = number("y1");
      const x2 = number("x2");
      const y2 = number("y2");
      if (x1 === x2 && y1 === y2) return null;
      return `M ${x1} ${y1} L ${x2} ${y2}`;
    }
    if (tag === "polyline" || tag === "polygon") {
      const values = String(attrs.points ?? "").trim().split(/[\s,]+/).map(Number).filter(value => Number.isFinite(value));
      if (values.length < 4) return null;
      const steps = [`M ${values[0]} ${values[1]}`];
      for (let index = 2; index + 1 < values.length; index += 2) {
        steps.push(`L ${values[index]} ${values[index + 1]}`);
      }
      if (tag === "polygon") steps.push("Z");
      return steps.join(" ");
    }
    return null;
  };
  const svgToPathData = (svgText, targetPathData, doc = document) => {
    const NS = "http://www.w3.org/2000/svg";
    const parsed = new DOMParser().parseFromString(String(svgText), "image/svg+xml");
    if (parsed.getElementsByTagName("parsererror").length > 0 || !parsed.documentElement || parsed.documentElement.localName !== "svg") {
      throw new Error("That file is not an SVG, or its markup is malformed.");
    }
    const host = doc.createElement("div");
    host.setAttribute("aria-hidden", "true");
    host.style.cssText = "position:fixed;left:-99999px;top:0;width:600px;height:600px;overflow:hidden;";
    const svg = doc.importNode(parsed.documentElement, true);
    host.appendChild(svg);
    doc.body.appendChild(host);
    try {
      const reference = doc.createElementNS(NS, "g");
      svg.appendChild(reference);
      const rootMatrix = reference.getScreenCTM();
      const defining = ["defs", "clipPath", "mask", "symbol", "marker", "pattern"];
      const isDefinition = element => {
        for (let node = element.parentNode; node && node !== svg; node = node.parentNode) {
          if (defining.includes(node.localName)) return true;
        }
        return false;
      };
      const shapes = [...svg.querySelectorAll("path,rect,circle,ellipse,line,polyline,polygon")];
      const segments = [];
      let shapesUsed = 0;
      let firstProblem = null;
      for (const element of shapes) {
        if (isDefinition(element)) continue;
        if (doc.defaultView.getComputedStyle(element).display === "none") continue;
        const attrs = {};
        for (const attribute of element.attributes) attrs[attribute.localName] = attribute.value;
        const d = shapePathData(element.localName, attrs);
        if (d === null) continue;
        let own;
        try {
          own = normalisePathData(parsePathData(d));
        } catch (error) {
          firstProblem = firstProblem ?? error.message;
          continue;
        }
        const matrix = element.getScreenCTM();
        segments.push(...rootMatrix && matrix ? transformPathData(own, rootMatrix.inverse().multiply(matrix)) : own);
        shapesUsed += 1;
      }
      if (segments.length === 0) {
        if (firstProblem) throw new Error(`This SVG has unreadable path data: ${firstProblem}.`);
        const untraceable = ["text", "image", "use"].find(tag => svg.getElementsByTagName(tag).length > 0);
        throw new Error(untraceable ? `This SVG draws with <${untraceable}>, which has no outline to trace. Convert it to paths and try again.` : "This SVG has no shapes to import.");
      }
      const probe = doc.createElementNS(NS, "path");
      svg.appendChild(probe);
      probe.setAttribute("d", printPathData(segments));
      const source = probe.getBBox();
      if (!(source.width > 0) || !(source.height > 0)) {
        if (!(source.width > 0) && !(source.height > 0)) {
          throw new Error("This SVG's shapes have no size.");
        }
      }
      probe.setAttribute("d", String(targetPathData));
      const target = probe.getBBox();
      return {
        d: printPathData(transformPathData(segments, fitMatrix(source, target))),
        shapes: shapesUsed
      };
    } finally {
      host.remove();
    }
  };
  const granularity = value => {
    const decimals = String(value).split(".")[1];
    return decimals ? Number(`1e-${decimals.length}`) : 1;
  };
  const readout = (variable, value) => {
    if (variable.type === "number") return "";
    if (variable.type === "color") return String(value);
    if (variable.type === "enum") {
      const hit = (variable.options ?? []).find(o => o.value === value);
      return hit ? hit.label ?? hit.value : String(value);
    }
    return "";
  };
  const control = (variable, value, onChange, note, onNote, onTyping) => {
    const options = variable.options ?? [];
    if (variable.type === "enum" && options.length > 0 && options.length <= 4) {
      return <div className="hf-ve-seg">
          {options.map(o => <button key={o.value} type="button" data-on={value === o.value} aria-pressed={value === o.value} onClick={() => onChange(o.value)} className="hf-ve-seg-btn hf-ve-tint">
              {o.label ?? o.value}
            </button>)}
        </div>;
    }
    if (variable.type === "enum") {
      return <select className="hf-ve-field hf-ve-select hf-ve-tint" value={value} aria-label={variable.label ?? variable.id} onChange={e => onChange(e.target.value)}>
          {options.map(o => <option key={o.value} value={o.value}>
              {o.label ?? o.value}
            </option>)}
        </select>;
    }
    if (variable.type === "number") {
      const min = Number(variable.min);
      const max = Number(variable.max);
      const unit = variable.unit ?? "";
      const declaredStep = Number(variable.step);
      const step = declaredStep > 0 ? declaredStep : 1;
      const label = variable.label ?? variable.id;
      if (!(Number.isFinite(min) && Number.isFinite(max) && max > min)) {
        return <input type="number" className="hf-ve-field hf-ve-mono hf-ve-tint" value={value} min={Number.isFinite(min) ? min : undefined} max={Number.isFinite(max) ? max : undefined} step={declaredStep > 0 ? declaredStep : granularity(variable.default)} aria-label={label} onChange={e => {
          const next = Number(e.target.value);
          if (e.target.value !== "" && Number.isFinite(next)) onChange(next);
        }} />;
      }
      const at = n => Math.min(1, Math.max(0, (Number(n) - min) / (max - min)));
      const now = at(value);
      const authored = at(variable.default);
      const place = fraction => ({
        offset: `${fraction * 100}%`,
        nudge: `${(0.5 - fraction) * 16}px`
      });
      const value_ = place(now);
      const default_ = place(authored);
      const grain = event => {
        event.currentTarget.step = event.shiftKey ? step / 10 : step;
      };
      return <div className="hf-ve-slider" style={{
        "--ve-fill": value_.offset,
        "--ve-fill-nudge": value_.nudge,
        "--ve-default": default_.offset,
        "--ve-default-nudge": default_.nudge
      }}>
          {}
          <div className="hf-ve-ruler" data-near={now < 0.14 ? "min" : now > 0.86 ? "max" : ""} aria-hidden="true">
            <span className="hf-ve-bound" data-end="min">
              {min}
            </span>
            <span className="hf-ve-bound" data-end="max">
              {max}
            </span>
            <span className="hf-ve-readout">
              {value}
              {unit}
            </span>
          </div>
          <span className="hf-ve-track">
            <input type="range" className="hf-ve-range" min={min} max={max} step={step} value={value} aria-label={label} aria-valuetext={`${value}${unit}`} onChange={e => onChange(Number(e.target.value))} onPointerDown={grain} onKeyDown={grain} onDoubleClick={() => onChange(variable.default)} />
            {}
            {Math.abs(now - authored) > 0.04 && <span className="hf-ve-default" aria-hidden="true" />}
          </span>
        </div>;
    }
    if (variable.type === "boolean") {
      const on = value === true || value === "true";
      return <button type="button" role="switch" aria-checked={on} aria-label={variable.label ?? variable.id} data-on={on} onClick={() => onChange(!on)} className="hf-ve-switch">
          <span className="hf-ve-switch-dot" />
        </button>;
    }
    if (variable.type === "color") {
      return <div className="flex items-center gap-2">
          <input type="color" className="hf-ve-swatch hf-ve-tint" value={value} aria-label={variable.label ?? variable.id} onChange={e => onChange(e.target.value)} />
          <input type="text" className="hf-ve-field hf-ve-mono hf-ve-tint" value={value} onChange={e => onChange(e.target.value)} onFocus={() => onTyping(variable.id)} onBlur={() => onTyping(null)} onKeyDown={e => {
        if (e.key === "Enter") e.currentTarget.blur();
      }} />
        </div>;
    }
    if (isSvgPathData(variable.default)) {
      const fileId = `hf-ve-file-${variable.id}`;
      const noteId = `hf-ve-note-${variable.id}`;
      const receive = file => {
        if (!file) return;
        file.text().then(text => {
          const {d, shapes} = svgToPathData(text, variable.default);
          onChange(d);
          onNote({
            tone: "ok",
            message: `${file.name}: ${shapes} shape${shapes === 1 ? "" : "s"} scaled to fit.`
          });
        }).catch(error => onNote({
          tone: "error",
          message: error.message
        }));
      };
      return <div className="hf-ve-drop" onDragOver={event => {
        event.preventDefault();
        event.currentTarget.dataset.over = "true";
      }} onDragLeave={event => {
        event.currentTarget.dataset.over = "false";
      }} onDrop={event => {
        event.preventDefault();
        event.currentTarget.dataset.over = "false";
        receive(event.dataTransfer.files[0]);
      }}>
          {}
          <div className="hf-ve-dropzone">
            <button type="button" className="hf-ve-btn hf-ve-tint" onClick={() => document.getElementById(fileId).click()}>
              Import SVG
            </button>
            <input id={fileId} type="file" accept=".svg,image/svg+xml" className="hf-ve-file" tabIndex={-1} aria-hidden="true" onChange={event => {
        receive(event.target.files[0]);
        event.target.value = "";
      }} />
            {}
            <p id={noteId} role="status" className="hf-ve-note" data-tone={note ? note.tone : ""}>
              {note ? note.message : "Or drop one here. Scaled to fit and centred."}
            </p>
          </div>
          <details className="hf-ve-advanced">
            <summary>Path data</summary>
            <input type="text" className="hf-ve-field hf-ve-mono hf-ve-tint" value={value} aria-label={variable.label ?? variable.id} onChange={e => onChange(e.target.value)} onFocus={() => onTyping(variable.id)} onBlur={() => onTyping(null)} onKeyDown={e => {
        if (e.key === "Enter") e.currentTarget.blur();
      }} />
          </details>
        </div>;
    }
    return <input type="text" className="hf-ve-field hf-ve-tint" value={value} aria-label={variable.label ?? variable.id} onChange={e => onChange(e.target.value)} onFocus={() => onTyping(variable.id)} onBlur={() => onTyping(null)} onKeyDown={e => {
      if (e.key === "Enter") e.currentTarget.blur();
    }} />;
  };
  const variablesKey = JSON.stringify(variables);
  const defaults = useMemo(() => {
    const built = {};
    for (const v of variables) if (v.default !== undefined) built[v.id] = v.default;
    return built;
  }, [variablesKey]);
  const urlKey = `vars-${compositionId}`;
  const readFromUrl = () => {
    if (typeof window === "undefined") return {};
    try {
      const raw = new URLSearchParams(window.location.search).get(urlKey);
      if (!raw) return {};
      const parsed = JSON.parse(raw);
      if (!parsed || typeof parsed !== "object" || Array.isArray(parsed)) return {};
      const declared = new Set(variables.map(v => v.id));
      return Object.fromEntries(Object.entries(parsed).filter(([id]) => declared.has(id)));
    } catch {
      return {};
    }
  };
  const [values, setValues] = useState(() => ({
    ...defaults,
    ...readFromUrl()
  }));
  useEffect(() => {
    const fromUrl = readFromUrl();
    if (Object.keys(fromUrl).length > 0) setValues(current => ({
      ...current,
      ...fromUrl
    }));
  }, []);
  useEffect(() => {
    if (typeof window === "undefined") return;
    const changed = Object.fromEntries(Object.entries(values).filter(([id, value]) => JSON.stringify(value) !== JSON.stringify(defaults[id])));
    const url = new URL(window.location.href);
    if (Object.keys(changed).length === 0) url.searchParams.delete(urlKey); else url.searchParams.set(urlKey, JSON.stringify(changed));
    const next = url.toString();
    if (next !== window.location.href) {
      window.history.replaceState(null, "", next);
      window.dispatchEvent(new CustomEvent("hf-vars-changed"));
    }
  }, [values, defaults, urlKey]);
  const [notes, setNotes] = useState({});
  const [typing, setTyping] = useState(null);
  const posted = useRef(null);
  const frame = useRef(null);
  const bootstrap = ["<!doctype html><html><head><meta charset='utf-8'>", "<style>html,body{margin:0;height:100%;overflow:hidden;background:transparent}", "hyperframes-player{display:block;width:100%;height:100%}</style>", '<script src="https://cdn.jsdelivr.net/npm/@hyperframes/player@latest/dist/hyperframes-player.global.js"></' + "script>", "</head><body><script>", "(function(){", `  var PAYLOAD = ${JSON.stringify(previewSrc)};`, `  var INITIAL = ${JSON.stringify({
    ...defaults,
    ...readFromUrl()
  })};`, "  var html = null, player = null, poll = null;", "  function withValues(source, values) {", "    var json = JSON.stringify(values);", "    var attr = json.replace(/'/g, '&#39;');", "    var out = source.replace(/\\sdata-variable-values=(?:\"[^\"]*\"|'[^']*')/gi, '');", "    out = out.replace(/(data-composition-src=)/gi, \"data-variable-values='\" + attr + \"' $1\");", "    var tag = '<' + 'script>window.__hfVariables=' + json + ';<' + '/script>';", "    return /<head[^>]*>/i.test(out)", "      ? out.replace(/<head([^>]*)>/i, '<head$1>' + tag)", "      : tag + out;", "  }", "  function arm(resumeAt) {", "    clearInterval(poll);", "    var last = -1, tries = 0, seeked = false;", "    poll = setInterval(function () {", "      if (player.ready) {", "        if (!seeked) { seeked = true; if (resumeAt > 0) player.seek(resumeAt); }", "        player.play();", "      }", "      if (seeked && player.currentTime > 0 && player.currentTime !== last) {", "        clearInterval(poll); return;", "      }", "      last = player.currentTime;", "      if (++tries > 150) clearInterval(poll);", "    }, 100);", "  }", "  function mount(values, resumeAt) {", "    if (html === null) return;", "    player.setAttribute('srcdoc', withValues(html, values));", "    arm(resumeAt || 0);", "  }", "  player = document.createElement('hyperframes-player');", "  player.setAttribute('controls', ''); player.setAttribute('muted', '');", "  document.body.appendChild(player);", "  player.addEventListener('ended', function () { player.seek(0); player.play(); });", "  fetch(PAYLOAD).then(function (r) { return r.json(); }).then(function (d) {", "    html = d.html; mount(INITIAL, 0);", "  }).catch(function (e) {", "    document.body.innerHTML = '<pre style=\"color:#f66;font:12px monospace;padding:12px\">preview unavailable: ' + e + '</pre>';", "  });", "  addEventListener('message', function (event) {", "    var values = event.data && event.data.hfVariables;", "    if (!values) return;", "    mount(values, player.currentTime || 0);", "  });", "})();", "</" + "script></body></html>"].join("");
  useEffect(() => {
    if (typing !== null) return;
    const payload = JSON.stringify(values);
    if (payload === posted.current) return;
    const timer = setTimeout(() => {
      const target = frame.current && frame.current.contentWindow;
      if (!target) return;
      posted.current = payload;
      target.postMessage({
        hfVariables: values
      }, window.location.origin);
    }, 150);
    return () => clearTimeout(timer);
  }, [values, typing]);
  const printed = JSON.stringify(values, null, 2).split("\n").join("\n  ");
  const attributes = [["data-composition-id", `"${compositionId}"`], ["data-composition-src", `"${compositionSrc}"`], ["data-variable-values", `'${printed}'`]];
  const snippetLines = [[[SHIKI.punct, "<"], [SHIKI.tag, "div"]]];
  for (const [name, literal] of attributes) {
    const [head, ...rest] = literal.split("\n");
    snippetLines.push([[SHIKI.attr, `  ${name}`], [SHIKI.equals, "="], [SHIKI.value, head]]);
    for (const line of rest) snippetLines.push([[SHIKI.value, line]]);
  }
  snippetLines.push([[SHIKI.punct, "></"], [SHIKI.tag, "div"], [SHIKI.punct, ">"]]);
  const dirty = variables.some(v => values[v.id] !== defaults[v.id]);
  const hasTune = variables.length > 0;
  const [tab, setTab] = useState("preview");
  const lines = meta.codeLines;
  const TABS = [["preview", "Preview"], ...hasCode ? [["code", "Code", lines ? `${lines} ln` : ""]] : [], ["install", "Snippet"], ["docs", "Docs"]];
  const changedValues = () => {
    const changed = {};
    for (const v of variables) {
      if (JSON.stringify(values[v.id]) !== JSON.stringify(defaults[v.id])) changed[v.id] = values[v.id];
    }
    return changed;
  };
  const renderCommand = (() => {
    const changed = changedValues();
    const vars = Object.keys(changed).length ? ` --variables '${JSON.stringify(changed).replace(/'/g, "'\\''")}'` : "";
    return `# Run from the installed project's root.\nnpx hyperframes render --composition '${compositionSrc}'${vars}`;
  })();
  const agentRequest = (() => {
    const changed = changedValues();
    const base = `Install the HyperFrames catalog item "${compositionId}" (${title || compositionId}) into my project with \`npx hyperframes add ${compositionId}\`, mount it at the point of my composition where it should play, and verify with \`npx hyperframes check\`.`;
    const set = Object.entries(changed).map(([id, value]) => `${id} = ${JSON.stringify(value)}`);
    return set.length ? `${base} Set ${set.join(", ")}; keep the other variables at their defaults.` : `${base} Keep the default variables unless I say otherwise.`;
  })();
  const [copiedKey, setCopiedKey] = useState("");
  const copy = async (key, text) => {
    let ok = false;
    try {
      await navigator.clipboard.writeText(text);
      ok = true;
    } catch {
      const area = document.createElement("textarea");
      area.value = text;
      area.setAttribute("readonly", "");
      area.style.cssText = "position:fixed;opacity:0";
      document.body.appendChild(area);
      area.select();
      ok = document.execCommand("copy");
      area.remove();
    }
    if (!ok) return;
    setCopiedKey(key);
    setTimeout(() => setCopiedKey(current => current === key ? "" : current), 1400);
  };
  const CopyAction = ({id, label, text, primary}) => {
    const shown = copiedKey === id ? "Copied" : label;
    return <button type="button" className="hf-ve-action" data-primary={primary ? "true" : "false"} onClick={() => copy(id, typeof text === "function" ? text() : text)}>
        {[label, "Copied"].map(name => <span key={name} className="hf-ve-action-label" data-shown={String(name === shown)}>
            {name}
          </span>)}
      </button>;
  };
  const wiring = snippetLines.map(tokens => tokens.map(([, text]) => text).join("")).join("\n");
  const mountText = `${wiring}\n`;
  const flagNotice = needsFlag ? <div className="flex aspect-video w-full items-center justify-center text-sm text-zinc-500">
      Needs <code>chrome://flags/#{needsFlag}</code> to render live
    </div> : null;
  const player = <iframe ref={frame} srcDoc={bootstrap} className="hf-ve-preview block aspect-video w-full" title={`${compositionId} preview`} />;
  const recordedRef = useRef(null);
  const [reduced, setReduced] = useState(() => typeof window !== "undefined" && window.matchMedia("(prefers-reduced-motion: reduce)").matches);
  useEffect(() => {
    const query = window.matchMedia("(prefers-reduced-motion: reduce)");
    const onChange = event => setReduced(event.matches);
    query.addEventListener("change", onChange);
    return () => query.removeEventListener("change", onChange);
  }, []);
  useEffect(() => {
    const clip = recordedRef.current;
    if (!reduced || !clip) return;
    clip.pause();
    clip.removeAttribute("src");
    clip.load();
  }, [reduced]);
  const recorded = video ? <video ref={recordedRef} className="block aspect-video w-full object-cover" src={reduced ? undefined : video} poster={poster} autoPlay={!reduced} muted loop={!reduced} playsInline /> : null;
  const [hasAdapter, setHasAdapter] = useState(null);
  const hasWebgpuAdapter = (gpu, timeoutMs) => {
    const probe = new Promise(resolve => resolve(gpu?.requestAdapter())).then(adapter => Boolean(adapter), () => false);
    const timeout = new Promise(resolve => setTimeout(resolve, timeoutMs, false));
    return Promise.race([probe, timeout]);
  };
  useEffect(() => {
    if (webgpu) hasWebgpuAdapter(navigator.gpu, 3000).then(setHasAdapter);
  }, [webgpu]);
  const adapterMissing = webgpu && hasAdapter === false;
  const tunePanel = hasTune && !(webgpu && hasAdapter !== true);
  let webgpuStage = player;
  if (webgpu && hasAdapter === null) webgpuStage = <div className="aspect-video w-full" />;
  if (adapterMissing) webgpuStage = recorded;
  const stageNode = webgpu ? webgpuStage : (recorded ?? flagNotice) ?? player;
  let caption = "Live composition · HyperFrames Player";
  if (adapterMissing) caption = "Recorded preview · live playback needs WebGPU, which this browser does not offer"; else if (!webgpu && (video || needsFlag)) caption = "Recorded preview";
  const slotOf = node => {
    for (let cur = node; React.isValidElement(cur); cur = React.Children.toArray(cur.props.children)[0]) {
      if (cur.props.slot) return cur.props.slot;
    }
    return null;
  };
  const allSlots = React.Children.toArray(children);
  const installSlot = allSlots.find(child => slotOf(child) === "install") ?? null;
  const otherSlots = allSlots.filter(child => child !== installSlot);
  const seconds = meta.duration ? `${meta.duration} s` : null;
  const size = meta.width && meta.height ? `${meta.width}×${meta.height}` : null;
  return <div className="hf-ve my-4">
      <style dangerouslySetInnerHTML={{
    __html: CSS
  }} />

      <div className="not-prose">
        <header className="hf-ve-head-title">
          <h1>{title}</h1>
          {description && <p>{description}</p>}
        </header>
      </div>

      {installSlot && <div className="hf-ve-install">
          <h2 className="hf-ve-install-title">Install</h2>
          {installSlot}
        </div>}

      <div className="not-prose">

        <div className="hf-ve-bar">
          <div className="hf-ve-meta">
            {seconds && <span>
                <b>{seconds}</b> duration
              </span>}
            {size && <b>{size}</b>}
            {hasTune && <span>
                <b>{variables.length}</b> {variables.length === 1 ? "variable" : "variables"}
              </span>}
            {meta.category && <b>{meta.category}</b>}
            {meta.badge && <span className="hf-ve-badge">{meta.badge}</span>}
          </div>
          <div className="hf-ve-actions">
            <CopyAction id="agent" label="Copy agent request" text={agentRequest} primary />
            <CopyAction id="wiring" label="Copy wiring" text={mountText} />
            <CopyAction id="link" label="Copy link" text={() => window.location.href} />
            {rawUrl && <a className="hf-ve-action" href={rawUrl} target="_blank" rel="noopener noreferrer">
                Raw
              </a>}
          </div>
        </div>

        <div className="hf-ve-main" data-tune={tunePanel ? "true" : "false"}>
          <div className="hf-ve-stage">
            {stageNode}
            <div className="hf-ve-caption">
              {(seconds || size) && <span>{[seconds, size && `${size} preview`].filter(Boolean).join(" · ")}</span>}
              <span>{caption}</span>
            </div>
          </div>

          {tunePanel && <aside className="hf-ve-tune" aria-label="Tune">
              <div className="hf-ve-tune-inner">
                <div className="hf-ve-tune-head">
                  Tune <small>{variables.length} {variables.length === 1 ? "variable" : "variables"}</small>
                </div>
                <div className="hf-ve-tune-list">
                  {variables.map(v => <div key={v.id}>
                      <div className="hf-ve-row">
                        <label className="hf-ve-label">{v.label ?? v.id}</label>
                        <span className="hf-ve-value">{readout(v, values[v.id])}</span>
                      </div>
                      {control(v, values[v.id], next => setValues(prev => ({
    ...prev,
    [v.id]: next
  })), notes[v.id], note => setNotes(prev => ({
    ...prev,
    [v.id]: note
  })), setTyping)}
                      {v.description && <p className="hf-ve-desc">{v.description}</p>}
                    </div>)}
                </div>
                <div className="hf-ve-tune-foot">
                  <button type="button" onClick={() => {
    setValues(defaults);
    setNotes({});
  }} disabled={!dirty} className="hf-ve-action">
                    Reset
                  </button>
                  <CopyAction id="json" label="Copy JSON" text={() => JSON.stringify(dirty ? changedValues() : defaults, null, 2)} />
                  <CopyAction id="render" label="Copy render cmd" text={renderCommand} />
                </div>
              </div>
            </aside>}
        </div>

        <div className="hf-ve-tabs hf-ve-tabs-row" role="tablist">
          {TABS.map(([id, label, note]) => <button key={id} type="button" role="tab" data-on={tab === id} aria-selected={tab === id} onClick={() => setTab(id)} className="hf-ve-tab hf-ve-tint">
              {label}
              {note ? <small>{note}</small> : null}
            </button>)}
        </div>
      </div>

      <div className="hf-ve-body">
        {}
        <div className="hf-ve-slots" data-tab={tab}>
          {otherSlots}
        </div>
        <div className="hf-ve-body-pane hf-ve-about not-prose" hidden={tab !== "preview"}>
          <h3>About</h3>
          {about && <p>{about}</p>}
          {attribution && <p className="hf-ve-attr">
              {attribution.author ? <>
                  Created by{" "}
                  {attribution.authorUrl ? <a href={attribution.authorUrl} target="_blank" rel="noopener noreferrer">
                      {attribution.author}
                    </a> : attribution.author}{" "}
                  ·{" "}
                </> : null}
              Registry item{" "}
              <a href={`https://github.com/heygen-com/hyperframes/tree/main/${attribution.path}`} target="_blank" rel="noopener noreferrer">
                heygen-com/hyperframes
              </a>{" "}
              · <code>{attribution.path}</code>
              {attribution.tags.length > 0 ? ` · ${attribution.tags.join(", ")}` : ""}
            </p>}
        </div>
        <div className="hf-ve-body-pane hf-ve-snippet not-prose" hidden={tab !== "install"}>
          {}
          <CodeBlock filename="index.html">
            <pre className="shiki shiki-themes github-light-default dark-plus" style={{
    backgroundColor: "rgb(255, 255, 255)",
    "--shiki-dark-bg": "#0B0C0E",
    color: "rgb(31, 35, 40)",
    "--shiki-dark": "#D4D4D4"
  }}>
              <code>
                {snippetLines.map((tokens, line) => <span key={line} className="line">
                    {tokens.map(([style, text], token) => <span key={token} style={style}>
                        {text}
                      </span>)}
                    {"\n"}
                  </span>)}
              </code>
            </pre>
          </CodeBlock>
        </div>
      </div>
    </div>;
};

<CatalogDetail compositionId="filmed-screen" compositionSrc="compositions/components/filmed-screen.html" title="Filmed Screen" description="Your scene, filmed off a screen: perspective, depth of field that follows an element you name, LED sub-pixels and per-shot colour grades. Shots glide into each other, focus racks between elements, and the focused element stays sharp." variables={[]} meta={{"category":"HTML-in-Canvas","badge":"Experimental","codeLines":701}} attribution={{"path":"registry/components/filmed-screen","tags":["filmed","screen","monitor","led","camera","depth-of-field","html-in-canvas","shader","webgl","effect"]}} video="https://static.heygen.ai/hyperframes-oss/docs/images/catalog/components/filmed-screen.mp4" poster="https://static.heygen.ai/hyperframes-oss/docs/images/catalog/components/filmed-screen.png" hasCode rawUrl="https://raw.githubusercontent.com/heygen-com/hyperframes/main/registry/components/filmed-screen/filmed-screen.html">
  <CatalogSlot slot="code">
    ```html filmed-screen.html theme={null}
    <!--
      Filmed Screen — films your scene like a camera pointed at a monitor: perspective tilt,
      a gently curved screen, depth of field that follows an element you name, chromatic
      fringing, LED sub-pixels, a vignette, a per-shot colour grade, and shots that glide (or
      orbit) into each other, or cut with a tear.
      The focused element stays sharp, and focus racks smoothly between elements.

      Usage: paste this snippet into your composition and put your scene inside
      .hf-filmed-screen-scene. Then edit the HFFilmedScreen.mount() call at the bottom.

      Requirements:
      - Chrome with HTML-in-Canvas (the HyperFrames renderer has it). Without it the lens
        steps aside and the scene renders unfilmed.
      - Keep the <canvas layoutsubtree> in the HTML. Created from script, the renderer never
        sees it and captures blank frames.
      - .hf-filmed-screen-scene needs an explicit pixel size; inset:0 measures 0×0 inside the canvas.
      - Rendering uses screenshot capture on one worker, so expect slower renders.

      HFFilmedScreen.mount({ canvas, shots, rack, vignette, aberration, led, curve, fadeOut, zIndex })
        → { destroy() }
        canvas  — element, list or selector; the first one not already filmed is used. Pass your
                  own document.querySelectorAll(...) so each instance finds its own canvas.
                  A <canvas layoutsubtree> films its first child (DOM); any other canvas
                  (p5, three.js…) is sampled directly.
        fadeOut — fade to black over the last 0.4 s of the composition (default true)
        zIndex  — z-index of the lens output canvas (default 10)
        rack    — seconds a focus change takes to settle (default 0.3)
        vignette   — edge darkening (default 1.0; 0 turns it off)
        aberration — chromatic fringing, × the base amount (default 2.2)
        led        — LED sub-pixel grid strength (default 0.45)
        curve      — screen curvature (default 0.15; 0 is flat)
        shots   — [{ until, palette, invert, tilt, tiltTo, zoom, blur, center, focus, transition, glide }]
          until    end of the shot, in seconds of this composition's timeline
          palette  5 hex colours, dark → light; null keeps true colour
          invert   true flips brightness, keeping hue (light pages → dark screens)
          tilt     [x, y, roll] radians
          tiltTo   tilt to end the shot on, for an orbit (default: tilt)
          zoom     [from, to] across the shot
          blur     depth-of-field strength (default 0.45; ~1 for a shallow phone look)
          center   [x, y] where the camera points when nothing is in focus
          focus    (t, local) → Element | {x, y, w, h} | array (last one is the focus)
          transition  "glide" (default) eases in from the previous shot; "cut" cuts with a tear
          glide    seconds the glide takes (default 1.2)
    -->
    <canvas
      class="hf-filmed-screen"
      layoutsubtree
      width="1920"
      height="1080"
      style="position: absolute; left: 0; top: 0; width: 1920px; height: 1080px"
    >
      <div
        class="hf-filmed-screen-scene"
        style="
          position: absolute;
          left: 0;
          top: 0;
          width: 1920px;
          height: 1080px;
          overflow: hidden;
          background: #0b0d12;
        "
      >
        <!-- your scene here -->
      </div>
    </canvas>

    <script>
      (function () {
        // Inside a sub-composition `window` is a scoping Proxy that hands back functions bound,
        // so identity checks on hooks always fail. Engine hooks go on the real global.
        var G = globalThis;
        if (G.HFFilmedScreen) return;
        var FOCAL = 1.7;

        var FRAG = `#version 300 es
    precision highp float;
    uniform sampler2D uSrc;
    uniform vec2 uRes; uniform float uTime; uniform vec2 uAim; uniform float uZoom; uniform vec3 uRot;
    uniform vec2 uFocus; uniform vec4 uFocusRect; uniform float uBlur; uniform vec3 uP[5]; uniform float uTrue;
    uniform float uCut; uniform float uOut; uniform float uSeed; uniform float uInv;
    uniform float uVig; uniform float uCA; uniform float uLed; uniform float uCurve;
    out vec4 outColor;
    const float FOCAL = 1.7; const float CELL = 3.0;
    const int TAPS = 36; const int GLOW_TAPS = 16;
    const vec3 LUMA = vec3(0.299, 0.587, 0.114);
    float hash(vec2 p) { return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453); }
    vec3 pal(float x) {
      float t = clamp(x, 0.0, 1.0) * 4.0;
      if (t < 1.0) return mix(uP[0], uP[1], t);
      if (t < 2.0) return mix(uP[1], uP[2], t - 1.0);
      if (t < 3.0) return mix(uP[2], uP[3], t - 2.0);
      return mix(uP[3], uP[4], t - 3.0);
    }
    vec3 screenAt(vec2 q) {
      float inside = step(0.0, q.x) * step(0.0, q.y) * step(q.x, uRes.x) * step(q.y, uRes.y);
      vec3 c = texture(uSrc, q / uRes).rgb;
      c = mix(c, clamp(c + (1.0 - 2.0 * dot(c, LUMA)), 0.0, 1.0), uInv);
      return c * inside;
    }
    mat3 rotation() {
      float cx = cos(uRot.x); float sx = sin(uRot.x); float cy = cos(uRot.y); float sy = sin(uRot.y);
      float cz = cos(uRot.z); float sz = sin(uRot.z);
      mat3 rx = mat3(1.0, 0.0, 0.0,  0.0, cx, sx,  0.0, -sx, cx);
      mat3 ry = mat3(cy, 0.0, -sy,  0.0, 1.0, 0.0,  sy, 0.0, cy);
      mat3 rz = mat3(cz, sz, 0.0,  -sz, cz, 0.0,  0.0, 0.0, 1.0);
      return rz * ry * rx;
    }
    float wt(float l) { return 1.0 + 7.0 * l * l * l; }
    void main() {
      vec2 res = uRes;
      vec2 coord = vec2(gl_FragCoord.x, res.y - gl_FragCoord.y);
      vec2 frameSeed = vec2(uSeed, floor(uTime * 30.0));
      vec2 px = coord;
      if (uCut > 0.0) {
        float band = floor(coord.y / 16.0);
        float n = hash(vec2(band, frameSeed.x * 3.7 + frameSeed.y));
        px.x += step(0.93 - 0.18 * uCut, n) * (hash(vec2(band, frameSeed.y + 9.0)) - 0.5) * 220.0 * uCut;
      }
      vec2 s0 = (px - 0.5 * res) / res.y;
      // Barrel curve, normalised so the frame's corners stay put: the middle swells toward the
      // camera and straight lines bow outward, without the page edge entering the shot.
      vec2 corner = 0.5 * res / res.y;
      vec2 s = s0 * (1.0 + uCurve * dot(s0, s0)) / (1.0 + uCurve * dot(corner, corner));
      vec3 d = vec3(s.x, s.y, FOCAL);
      mat3 R = rotation();
      vec3 eu = R * vec3(1.0, 0.0, 0.0); vec3 ev = R * vec3(0.0, 1.0, 0.0); vec3 nrm = R * vec3(0.0, 0.0, 1.0);
      vec3 p0 = vec3(0.0, 0.0, 1.0);
      float dn = dot(d, nrm);
      if (dn <= 0.0001) { outColor = vec4(vec3(0.0), 1.0); return; }
      vec3 hit3 = d * (dot(p0, nrm) / dn);
      vec2 local = vec2(dot(hit3 - p0, eu), dot(hit3 - p0, ev));
      float K = FOCAL * res.y / uZoom;
      vec2 base = uAim + local * K;
      float z = hit3.z;
      vec2 fl = (uFocus - uAim) / K;
      float zf = (p0 + eu * fl.x + ev * fl.y).z;
      // The focused element stays legible: 1 inside its rect, easing to 0 over ~160 source px.
      vec2 fd = max(abs(base - (uFocusRect.xy + 0.5 * uFocusRect.zw)) - 0.5 * uFocusRect.zw, 0.0);
      float sharp = 1.0 - smoothstep(0.0, 160.0, length(fd));
      float coc = clamp(uBlur * 190.0 * abs(1.0 - zf / z), 0.0, 46.0) * (1.0 - sharp);
      float logPerPx = 1.0 / uZoom * z;
      float rLog = coc * logPerPx;
      // A trace of fringing survives on the focused text (a quarter), enough to read as glass.
      vec2 ca = (1.0 - 0.75 * sharp) * uCA * s * (0.006 + 0.008 * uCut) * (res.y / uZoom);
      float snapAmt = smoothstep(0.5 * CELL, 2.0 * CELL, rLog);
      float spin = hash(coord * 0.37 + frameSeed) * 6.2831;
      vec3 accC = vec3(0.0); float accGl = 0.0; float accRr = 0.0; float accRl = 0.0; float accBb = 0.0; float accBl = 0.0;
      float wG = 0.0; float wR = 0.0; float wB = 0.0;
      for (int i = 0; i < TAPS; i++) {
        float fi = float(i);
        float a = fi * 2.39996323 + spin;
        float r = sqrt((fi + 0.5) / float(TAPS)) * rLog;
        vec2 q = base + vec2(cos(a), sin(a)) * r;
        // Snap to LED cells only where blur hides it; snapping sharp text turns glyphs to blocks.
        vec2 qs = mix(q, (floor(q / CELL) + 0.5) * CELL, snapAmt);
        vec3 c0 = screenAt(qs); vec3 cr = screenAt(qs + ca); vec3 cb = screenAt(qs - ca);
        float l0 = dot(c0, LUMA); float lr = dot(cr, LUMA); float lb = dot(cb, LUMA);
        // Each channel weighted by its own sample, or blurred texture picks up a green cast.
        float w0 = wt(l0); float wr = wt(lr); float wb = wt(lb);
        accC += c0 * w0; accGl += l0 * w0; wG += w0;
        accRr += cr.r * wr; accRl += lr * wr; wR += wr;
        accBb += cb.b * wb; accBl += lb * wb; wB += wb;
      }
      accC /= wG; accGl /= wG; accRr /= wR; accRl /= wR; accBb /= wB; accBl /= wB;
      // uTrue blends graded and true colour, so a glide between shots can cross-fade the grade.
      vec3 graded = vec3(pal(accRl).r, pal(accGl).g, pal(accBl).b);
      float red = clamp((accC.r - max(accC.g, accC.b)) * 1.4, 0.0, 1.0);
      graded = mix(graded, vec3(1.0, 0.13, 0.10), red);
      vec3 col = mix(graded, vec3(accRr, accC.g, accBb), uTrue);
      float glowR = 26.0 * logPerPx + rLog * 0.6;
      float glow = 0.0; vec3 glowC = vec3(0.0);
      for (int j = 0; j < GLOW_TAPS; j++) {
        float fj = float(j);
        float a = fj * 2.39996323 + spin * 0.5;
        float r = sqrt((fj + 0.5) / float(GLOW_TAPS)) * glowR;
        vec3 g = screenAt(base + vec2(cos(a), sin(a)) * r);
        float l = dot(g, LUMA);
        glow += l * l; glowC += g * l;
      }
      glow /= float(GLOW_TAPS); glowC /= float(GLOW_TAPS);
      vec3 glowTint = mix(pal(min(1.0, glow * 1.6)) * glow, glowC, uTrue);
      col += glowTint * 0.6 * (1.0 - 0.6 * sharp);
      vec2 cu = fract(base / CELL) - 0.5;
      vec3 sub = 0.5 + 0.5 * cos(6.2831853 * (vec3(cu.x + 0.5) - vec3(0.1667, 0.5, 0.8333)));
      float rowm = 1.0 - smoothstep(0.28, 0.5, abs(cu.y));
      float colm = 1.0 - smoothstep(0.36, 0.5, abs(cu.x));
      vec3 led = rowm * colm * (0.4 + 1.0 * sub);
      // The grid only shows once a cell spans ~4 output px; finer, it aliases into moiré.
      float ledAmt = (1.0 - smoothstep(0.8, 3.5, rLog / CELL)) * smoothstep(4.0, 6.5, CELL / logPerPx);
      col *= mix(vec3(1.0), led * 1.3, ledAmt * uLed * (1.0 - 0.7 * sharp));
      col = col * (1.0 + uCut * 1.1) + uCut * 0.06;
      vec2 v = s0 * vec2(0.85, 1.15);
      col *= max(0.0, 1.0 - uVig * dot(v, v));
      col *= 1.0 - (0.035 - 0.035 * sin(coord.y * 0.9 - uTime * 55.0));
      col += (hash(coord + frameSeed * 1.31) - 0.5) * 0.06;
      col *= 1.0 - uOut;
      outColor = vec4(clamp(col, 0.0, 1.0), 1.0);
    }`;
        var VERT = "#version 300 es\nin vec2 a;\nvoid main(){ gl_Position = vec4(a, 0.0, 1.0); }";

        function clamp(x, a, b) {
          return Math.min(b, Math.max(a, x));
        }
        function hex(h) {
          var n = parseInt(h.slice(1), 16);
          return [((n >> 16) & 255) / 255, ((n >> 8) & 255) / 255, (n & 255) / 255];
        }

        // One owner of the engine's seek + composite hooks, fanning out to every lens on the page.
        var lenses = [];
        var lastSeekT = 0,
          seq = 0,
          resolvedSeq = -1,
          myPrepare = null,
          myResolve = null,
          preparing = false,
          resolving = false;
        function live() {
          lenses = lenses.filter(function (l) {
            return l.src.isConnected !== false;
          });
          return lenses;
        }
        // Co-owners of the composite slot (core's data-vfx-chain among them) re-wrap it on every
        // seek and read their prior when called, so a stale wrapper of ours is re-entered through
        // them. Each wrapper keeps its own prior, and a re-entered one returns at once, so the
        // chain stays a constant depth. In the engine's order (vfx arms inside the seek, this hook
        // after it returns) every owner runs exactly once per frame.
        function arm() {
          if (!live().length) return;
          if (G.__hf_page_composite_prepare !== myPrepare) {
            var priorPrepare =
              typeof G.__hf_page_composite_prepare === "function"
                ? G.__hf_page_composite_prepare
                : null;
            myPrepare = async function () {
              if (preparing) return false;
              preparing = true;
              try {
                var p = priorPrepare ? await priorPrepare() : false;
                live().forEach(function (l) {
                  l.prepare();
                });
                return p;
              } finally {
                preparing = false;
              }
            };
            G.__hf_page_composite_prepare = myPrepare;
          }
          if (G.__hf_page_composite_resolve !== myResolve) {
            var priorResolve =
              typeof G.__hf_page_composite_resolve === "function"
                ? G.__hf_page_composite_resolve
                : null;
            myResolve = function () {
              if (resolving) return false;
              resolving = true;
              try {
                var p = priorResolve ? priorResolve() : false;
                var ok = false;
                live().forEach(function (l) {
                  ok = l.draw() || ok;
                });
                resolvedSeq = seq;
                G.__hf_page_composite_pending = false;
                return ok || p;
              } finally {
                resolving = false;
              }
            };
            G.__hf_page_composite_resolve = myResolve;
          }
          G.__hf_page_composite_pending = true;
        }
        // Preview and snapshot never call the resolver: wait for a paint, then draw.
        function previewFrame(my) {
          setTimeout(function () {
            if (my !== seq || resolvedSeq >= my) return;
            live().forEach(function (l) {
              l.prepare();
              l.afterPaint(function () {
                if (my === seq && resolvedSeq < my) l.draw();
              });
            });
          }, 0);
        }
        function onSeek(t) {
          lastSeekT = Number(t) || 0;
          var my = ++seq;
          arm();
          previewFrame(my);
        }
        // Renders seek through __hf.seek; snapshot and Studio through __player.renderSeek / seek.
        // __hf.seek is an accessor that wraps whatever is assigned, so a marker on the function
        // never survives: remember what is hooked instead, or every poll wraps it again.
        var hooked = {};
        function hook(obj, key) {
          if (hooked[obj + "." + key]) return true;
          var o = G[obj];
          if (!o || typeof o[key] !== "function") return false;
          var orig = o[key];
          o[key] = function () {
            var r = orig.apply(this, arguments);
            onSeek(arguments[0]);
            return r;
          };
          hooked[obj + "." + key] = true;
          return true;
        }
        (function poll(n) {
          var a = hook("__hf", "seek"),
            b = hook("__player", "renderSeek"),
            c = hook("__player", "seek");
          if (!(a && b && c) && n < 500)
            setTimeout(function () {
              poll(n + 1);
            }, 20);
        })(0);

        var MOUNTED = "data-filmed-screen-mounted";
        function mount(opts) {
          // The library initialises once per page, so its own `document` may be another
          // sub-composition's scope. The snippet passes its caller-scoped query result; the first
          // canvas not already filmed is this instance's.
          var c = opts.canvas;
          var candidates =
            typeof c === "string"
              ? Array.from(document.querySelectorAll(c)).concat(
                  Array.from(G.document.querySelectorAll(c)),
                )
              : c && typeof c.getContext !== "function"
                ? Array.from(c)
                : [c];
          var src = candidates.filter(function (el) {
            return el && !el.hasAttribute(MOUNTED);
          })[0];
          if (!src) throw new Error("[filmed-screen] no unmounted canvas matches " + c);
          src.setAttribute(MOUNTED, "");
          var comp = src.closest("[data-composition-id]");
          var compId = comp && comp.getAttribute("data-composition-id");
          var DUR = Number(comp && comp.getAttribute("data-duration")) || Infinity;
          var shots = opts.shots;
          var W = src.width,
            H = src.height;
          var screenEl = src.hasAttribute("layoutsubtree") ? src.firstElementChild : null;
          var srcCtx = screenEl ? src.getContext("2d") : null;

          // No HTML-in-Canvas or no WebGL2: put the scene back in the page and step aside.
          function stepAside(why) {
            if (screenEl) {
              src.parentNode.insertBefore(screenEl, src);
              src.remove();
            }
            console.warn(
              "[filmed-screen] " + why + " unavailable; rendering the scene without the lens",
            );
            return { destroy: function () {} };
          }
          if (screenEl && !(srcCtx && srcCtx.drawElementImage)) return stepAside("HTML-in-Canvas");

          // The filmed scene sits under the lens on purpose. The layout audit reads the flag on each
          // text element, not its ancestors.
          // ponytail: elements added after mount miss it; the real fix is the audit skipping
          // canvas[layoutsubtree] descendants, which are never painted.
          if (screenEl)
            [screenEl].concat(Array.from(screenEl.querySelectorAll("*"))).forEach(function (el) {
              el.setAttribute("data-layout-allow-occlusion", "");
            });

          var out = document.createElement("canvas");
          out.width = W;
          out.height = H;
          out.className = "hf-filmed-screen-out";
          out.style.cssText =
            "position:absolute;left:" +
            src.offsetLeft +
            "px;top:" +
            src.offsetTop +
            "px;width:" +
            src.offsetWidth +
            "px;height:" +
            src.offsetHeight +
            "px;z-index:" +
            (opts.zIndex || 10) +
            ";pointer-events:none";
          src.parentNode.insertBefore(out, src.nextSibling);

          var gl = out.getContext("webgl2", { preserveDrawingBuffer: true, antialias: false });
          if (!gl) {
            out.remove();
            return stepAside("WebGL2");
          }
          function sh(type, s) {
            var x = gl.createShader(type);
            gl.shaderSource(x, s);
            gl.compileShader(x);
            if (!gl.getShaderParameter(x, gl.COMPILE_STATUS))
              throw new Error("[filmed-screen] " + gl.getShaderInfoLog(x));
            return x;
          }
          var prog = gl.createProgram();
          gl.attachShader(prog, sh(gl.VERTEX_SHADER, VERT));
          gl.attachShader(prog, sh(gl.FRAGMENT_SHADER, FRAG));
          gl.linkProgram(prog);
          gl.useProgram(prog);
          gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
          gl.bufferData(
            gl.ARRAY_BUFFER,
            new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]),
            gl.STATIC_DRAW,
          );
          var aLoc = gl.getAttribLocation(prog, "a");
          gl.enableVertexAttribArray(aLoc);
          gl.vertexAttribPointer(aLoc, 2, gl.FLOAT, false, 0, 0);
          var loc = {};
          "uSrc uRes uTime uAim uZoom uRot uFocus uFocusRect uBlur uP uTrue uCut uOut uSeed uInv uVig uCA uLed uCurve"
            .split(" ")
            .forEach(function (n) {
              loc[n] = gl.getUniformLocation(prog, n);
            });
          var tex = gl.createTexture();
          gl.bindTexture(gl.TEXTURE_2D, tex);
          [gl.TEXTURE_MIN_FILTER, gl.TEXTURE_MAG_FILTER].forEach(function (p) {
            gl.texParameteri(gl.TEXTURE_2D, p, gl.LINEAR);
          });
          [gl.TEXTURE_WRAP_S, gl.TEXTURE_WRAP_T].forEach(function (p) {
            gl.texParameteri(gl.TEXTURE_2D, p, gl.CLAMP_TO_EDGE);
          });
          gl.viewport(0, 0, W, H);

          // Seconds on this composition's own timeline, so shots work inside sub-compositions.
          function now() {
            var tl =
              compId &&
              ((window.__timelines && window.__timelines[compId]) ||
                (G.__timelines && G.__timelines[compId]));
            return tl && typeof tl.time === "function" ? tl.time() : lastSeekT;
          }
          function shotAt(t) {
            var start = 0;
            for (var i = 0; i < shots.length; i++) {
              if (t < shots[i].until || i === shots.length - 1)
                return { i: i, shot: shots[i], local: t - start, start: start };
              start = shots[i].until;
            }
          }
          function rectOf(target) {
            if (!target) return null;
            if (!(target instanceof Element)) return target;
            if (
              target.checkVisibility &&
              !target.checkVisibility({ opacityProperty: true, visibilityProperty: true })
            )
              return null;
            var r = target.getBoundingClientRect();
            if (r.width < 2 || r.height < 2) return null;
            var o = (screenEl || src).getBoundingClientRect();
            return {
              x: ((r.left - o.left) * W) / o.width,
              y: ((r.top - o.top) * H) / o.height,
              w: (r.width * W) / o.width,
              h: (r.height * H) / o.height,
            };
          }
          function smoother(x) {
            x = clamp(x, 0, 1);
            return x * x * x * (x * (x * 6 - 15) + 10);
          }
          function lerp(a, b, k) {
            return a + (b - a) * k;
          }
          function lerpArr(a, b, k) {
            return a.map(function (v, i) {
              return lerp(v, b[i], k);
            });
          }
          // One shot's camera at `local` seconds into it. Everything here is a pure function of time.
          function shotCam(i, local) {
            var sh = shots[i],
              start = i > 0 ? shots[i - 1].until : 0,
              len = Math.max(0.001, sh.until - start);
            var sway = Math.sin(i * 1.7 + local * 0.9) * 0.012;
            var tilt = sh.tilt || [0.1, -0.15, 0.02],
              tiltTo = sh.tiltTo || tilt,
              zoom = sh.zoom || [1.1, 1.3];
            return {
              center: sh.center || [W / 2, H / 2],
              // An orbit: the tilt eases from `tilt` to `tiltTo` across the shot.
              rot: [0, 1, 2].map(function (k) {
                return lerp(tilt[k], tiltTo[k], smoother(local / len)) + sway * [1, -0.7, 0.4][k];
              }),
              zoom: lerp(zoom[0], zoom[1], smoother(local / len)),
              blur: sh.blur == null ? 0.45 : sh.blur,
              pal: sh.palette ? [].concat.apply([], sh.palette.map(hex)) : null,
              trueAmt: sh.palette ? 0 : 1,
              inv: sh.invert ? 1 : 0,
            };
          }
          // Shots glide into each other by default: camera, grade and colour mode ease over
          // `glide` seconds. `transition: "cut"` keeps the hard cut and its tear.
          function camAt(t) {
            var s = shotAt(t),
              cam = shotCam(s.i, s.local),
              sh = s.shot;
            cam.cut = 0;
            if (s.i > 0 && sh.transition === "cut") {
              cam.cut = Math.max(0, 1 - s.local * 15);
            } else if (s.i > 0) {
              var glide = sh.glide == null ? 1.2 : sh.glide;
              if (s.local < glide) {
                var prevLen = shots[s.i - 1].until - (s.i > 1 ? shots[s.i - 2].until : 0);
                var p = shotCam(s.i - 1, prevLen + s.local),
                  k = smoother(s.local / glide);
                if (!p.pal) p.pal = cam.pal;
                if (!cam.pal) cam.pal = p.pal;
                ["zoom", "blur", "trueAmt", "inv"].forEach(function (key) {
                  cam[key] = lerp(p[key], cam[key], k);
                });
                cam.center = lerpArr(p.center, cam.center, k);
                cam.rot = lerpArr(p.rot, cam.rot, k);
                if (cam.pal) cam.pal = lerpArr(p.pal, cam.pal, k);
              }
            }
            return { s: s, cam: cam };
          }
          function focusRectAt(t, fallback) {
            var s = shotAt(Math.max(0, t)),
              sh = s.shot;
            var picked = sh.focus ? sh.focus(Math.max(0, t), s.local) : null;
            var rects = []
              .concat(picked || [])
              .map(rectOf)
              .filter(Boolean);
            var f = rects[rects.length - 1];
            return f ? [f.x - 8, f.y - 6, f.w + 16, f.h + 12] : fallback;
          }
          // Focus racks instead of snapping: over the last `rack` seconds, take the target each shot
          // named at that moment, measure where it sits in the DOM now, and Hann-average the boxes.
          // A new target eases in on an S-curve, and with no state kept, any seek order gives the
          // same frame.
          var RACK_TAPS = 12;
          var fs = null,
            awaitingPaint = false;
          function prepare() {
            var t = now(),
              at = camAt(t),
              cam = at.cam;
            var rack = opts.rack == null ? 0.3 : opts.rack;
            var still = [cam.center[0], cam.center[1], 0, 0];
            var rect = [0, 0, 0, 0],
              wsum = 0;
            for (var i = 0; i < RACK_TAPS; i++) {
              var w = 0.5 - 0.5 * Math.cos((2 * Math.PI * (i + 0.5)) / RACK_TAPS);
              var r = focusRectAt(t - (rack * i) / (RACK_TAPS - 1), still);
              for (var j = 0; j < 4; j++) rect[j] += r[j] * w;
              wsum += w;
            }
            rect = rect.map(function (v) {
              return v / wsum;
            });
            var focus = [rect[0] + rect[2] / 2, rect[1] + rect[3] / 2];
            fs = {
              t: t,
              cam: cam,
              rect: rect,
              focus: focus,
              aim: [focus[0] * 0.65 + cam.center[0] * 0.35, focus[1] * 0.65 + cam.center[1] * 0.35],
              out: opts.fadeOut === false || !isFinite(DUR) ? 0 : clamp((t - (DUR - 0.4)) / 0.4, 0, 1),
              seed: at.s.i * 31 + Math.floor(at.s.local * 30),
            };
          }
          function draw() {
            // A composition that isn't on screen yet (or any more) has no paint record to capture.
            if (
              src.checkVisibility &&
              !src.checkVisibility({ opacityProperty: true, visibilityProperty: true })
            )
              return false;
            if (!fs) prepare();
            if (screenEl) {
              try {
                srcCtx.clearRect(0, 0, W, H);
                srcCtx.drawElementImage(screenEl, 0, 0);
              } catch (e) {
                // Before the scene's first paint there is nothing to capture yet. That is a wait,
                // not a failure: ask for a paint and draw again when it lands.
                if (/paint record/i.test(e.message)) {
                  if (!awaitingPaint) {
                    awaitingPaint = true;
                    src.addEventListener(
                      "paint",
                      function () {
                        awaitingPaint = false;
                        draw();
                      },
                      { once: true },
                    );
                    try {
                      if (src.requestPaint) src.requestPaint();
                    } catch (_) {}
                  }
                  return false;
                }
                console.error("[filmed-screen] capture failed: " + e.message);
                return false;
              }
            }
            var cam = fs.cam;
            gl.bindTexture(gl.TEXTURE_2D, tex);
            gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, src);
            gl.uniform1i(loc.uSrc, 0);
            gl.uniform2f(loc.uRes, W, H);
            gl.uniform1f(loc.uTime, fs.t);
            gl.uniform2f(loc.uAim, fs.aim[0], fs.aim[1]);
            gl.uniform1f(loc.uZoom, cam.zoom);
            gl.uniform3f(loc.uRot, cam.rot[0], cam.rot[1], cam.rot[2]);
            gl.uniform2f(loc.uFocus, fs.focus[0], fs.focus[1]);
            gl.uniform4f(loc.uFocusRect, fs.rect[0], fs.rect[1], fs.rect[2], fs.rect[3]);
            gl.uniform1f(loc.uBlur, cam.blur);
            gl.uniform3fv(loc.uP, cam.pal || new Array(15).fill(0));
            gl.uniform1f(loc.uTrue, cam.trueAmt);
            gl.uniform1f(loc.uCut, cam.cut);
            gl.uniform1f(loc.uOut, fs.out);
            gl.uniform1f(loc.uSeed, fs.seed);
            gl.uniform1f(loc.uInv, cam.inv);
            gl.uniform1f(loc.uVig, opts.vignette == null ? 1.0 : opts.vignette);
            gl.uniform1f(loc.uCA, opts.aberration == null ? 2.2 : opts.aberration);
            gl.uniform1f(loc.uLed, opts.led == null ? 0.45 : opts.led);
            // A negative curve would sample outside the frame and fold over.
            gl.uniform1f(loc.uCurve, Math.max(0, opts.curve == null ? 0.15 : opts.curve));
            gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
            fs = null;
            return true;
          }
          function afterPaint(go) {
            if (!screenEl) return go();
            var done = false;
            function once() {
              if (!done) {
                done = true;
                go();
              }
            }
            src.addEventListener("paint", once, { once: true });
            try {
              if (src.requestPaint) src.requestPaint();
            } catch (e) {}
            setTimeout(once, 250);
          }
          var lens = { src: src, prepare: prepare, draw: draw, afterPaint: afterPaint };
          lenses.push(lens);
          // A lens whose canvas leaves the page is dropped on the next frame; destroy() also frees
          // its GL context. The seek hooks stay: they are shared by every lens on the page.
          return {
            destroy: function () {
              lenses = lenses.filter(function (l) {
                return l !== lens;
              });
              var lose = gl.getExtension("WEBGL_lose_context");
              if (lose) lose.loseContext();
              out.remove();
              src.removeAttribute(MOUNTED);
            },
          };
        }

        G.HFFilmedScreen = { mount: mount };
      })();
    </script>

    <script>
      // An orbit across two shots: a wide establishing shot, then a close-up that follows the
      // headline and the paragraph while the camera swings to the same angle on the other side.
      HFFilmedScreen.mount({
        canvas: document.querySelectorAll(".hf-filmed-screen"),
        shots: [
          {
            until: 2.5,
            palette: null,
            tilt: [0.06, 0.24, -0.02],
            tiltTo: [0.08, 0.14, -0.012],
            zoom: [1.28, 1.38],
            focus: function () {
              return document.querySelector(".hf-filmed-screen-scene h1");
            },
          },
          {
            until: 6,
            palette: null,
            tilt: [0.1, 0.14, -0.012],
            tiltTo: [0.06, -0.24, 0.02],
            zoom: [2.0, 2.4],
            focus: function () {
              return document.querySelector(".hf-filmed-screen-scene p");
            },
          },
        ],
      });
    </script>
    ```
  </CatalogSlot>

  <CatalogSlot slot="install">
    <InstallCommand command="npx hyperframes add filmed-screen" item="filmed-screen" />

    That writes one file: `compositions/components/filmed-screen.html`.
  </CatalogSlot>

  <CatalogSlot slot="docs">
    <Danger>
      Live preview needs the `chrome://flags/#canvas-draw-element` flag switched on.
      Without it this item's screen renders black. Rendering from the CLI switches
      it on for you. [How it works](/guides/html-in-canvas)
    </Danger>

    ## Paste it into your composition

    Open `compositions/components/filmed-screen.html` and copy what is inside into your own composition.
    The file opens with a comment header that walks you through it.

    A component has no size or duration of its own. It takes both from the composition
    you paste it into.

    Tagged `filmed` `screen` `monitor` `led` `camera` `depth-of-field` `html-in-canvas` `shader` `webgl` `effect`.

    ## Related topics

    * [Browse the complete Catalog](/catalog)
    * [Add assets and Catalog items in Studio](/studio/assets-and-blocks)
    * [Build a richer composition](/go-further)
  </CatalogSlot>
</CatalogDetail>


## Related topics

- [Screen Flow Carousel](/catalog/components/screen-flow-carousel.md)
- [On-Screen Display Effect](/catalog/components/yt-screen-warp.md)
- [iOS 26 Liquid Glass Home Screen](/catalog/blocks/ios26-liquid-glass.md)


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