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

# Anamorphic Streak Flare

> A drifting field of bright points, each one throwing the long horizontal blue-violet streak a real anamorphic cinema lens produces. Built from the measured filter constants: a 0.3 high-pass, 80 horizontal taps at quarter resolution, a samples/3 gain and a 0x7a8aff tint.

# Anamorphic Streak Flare

A drifting field of bright points, each one throwing the long horizontal blue-violet streak a real anamorphic cinema lens produces. Built from the measured filter constants: a 0.3 high-pass, 80 horizontal taps at quarter resolution, a samples/3 gain and a 0x7a8aff tint.

**Anamorphic Streak Flare**

```html vfx-anamorphic-flare.html
<!doctype html>
<html lang="en">
  <head>
    <meta charset="utf-8" />
    <meta name="viewport" content="width=1920, height=1080" />
    <title>Anamorphic Streak Flare</title>
    <script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js"></script>
    <style>
      *,
      *::before,
      *::after {
        margin: 0;
        padding: 0;
        box-sizing: border-box;
      }
      body {
        background: #000;
        overflow: hidden;
      }
      #af-root {
        position: relative;
        width: 1920px;
        height: 1080px;
        overflow: hidden;
      }
      #af-canvas {
        position: absolute;
        top: 0;
        left: 0;
        width: 1920px;
        height: 1080px;
      }
    </style>
  </head>
  <body>
    <div
      id="af-root"
      data-composition-id="vfx-anamorphic-flare"
      data-root="true"
      data-width="1920"
      data-height="1080"
      data-start="0"
      data-duration="10"
      data-composition-variables='[
        {"id":"intensity","type":"number","label":"Streak intensity","default":5,"min":0,"max":20,"step":0.1},
        {"id":"threshold","type":"number","label":"High-pass threshold","default":0.3,"min":0,"max":1,"step":0.01},
        {"id":"streakLength","type":"number","label":"Streak length gain","default":1,"min":0.1,"max":6,"step":0.05},
        {"id":"tint","type":"color","label":"Streak tint","default":"#7a8aff"},
        {"id":"bloomRadius","type":"number","label":"Bloom radius","default":0,"min":0,"max":80,"step":1,"unit":"px"},
        {"id":"timeScale","type":"number","label":"Drift rate","default":0.5,"min":0,"max":3,"step":0.05},
        {"id":"emitters","type":"number","label":"Emitter count","default":140,"min":1,"max":400,"step":1},
        {"id":"backdrop","type":"color","label":"Backdrop","default":"#04040a"}
      ]'
    >
      <canvas id="af-canvas" width="1920" height="1080"></canvas>

      <!-- Driver clip: gives HyperFrames a timed element to own on track 0. -->
      <div
        id="af-drv"
        class="clip"
        data-start="0"
        data-duration="10"
        data-track-index="0"
        style="position: absolute; width: 1px; height: 1px; opacity: 0; pointer-events: none"
      ></div>
    </div>

    <script>
      (function () {
        var DUR = 10;
        var W = 1920;
        var H = 1080;

        var root = document.getElementById("af-root");
        var V = (window.__hyperframes && window.__hyperframes.getVariables()) || {};
        var CS = getComputedStyle(root);

        // A declared variable reaches CSS as a custom property on the root.
        // Read that first so a host stylesheet can retheme the block, then
        // fall back to the declared value. Both the namespaced and the bare
        // property name are probed: which one the runtime emits has changed
        // across versions, and the block should not care.
        function raw(id) {
          var slug = id.toLowerCase();
          var css =
            CS.getPropertyValue("--hf-var-" + slug).trim() ||
            CS.getPropertyValue("--" + slug).trim();
          return css !== "" ? css : V[id];
        }
        function num(id, fallback) {
          var n = parseFloat(raw(id));
          return isFinite(n) ? n : fallback;
        }
        function str(id, fallback) {
          var s = raw(id);
          return typeof s === "string" && s !== "" ? s : fallback;
        }

        // ---------------------------------------------------------------
        // Measured constants.
        //
        // Read from the three.js anamorphic post-processing example (MIT),
        // cross-checked against a live capture of that demo's own GUI:
        //
        //   tint 0x7a8aff, threshold 0.3, intensity 5, bloom radius 0,
        //   samples 80, time scale 0.5, resolution scale 0.25.
        //
        // The filter walks samples/2 taps in each direction HORIZONTALLY
        // only, weights each tap by 1 - |i| / halfSamples (a tent), and
        // normalises the sum by samples / 3.0. Dividing by samples/3 rather
        // than by the weight sum is deliberate: it is a gain above 1, not
        // an average, which is why a dim highlight still throws a readable
        // streak.
        //
        // This implementation evaluates that convolution in closed form
        // instead of running the 80-tap loop. For a small bright source the
        // tent-weighted horizontal blur has an exact analytic result: the
        // tent itself, centred on the source. So one horizontal gradient
        // per highlight is the same arithmetic the loop would perform, at
        // a fraction of the cost, and with no dependence on WebGL surviving
        // seek capture.
        // ---------------------------------------------------------------
        var SAMPLES = 80;
        var HALF_SAMPLES = SAMPLES / 2; // 40 taps each side
        var RES_SCALE = 0.25; // the streak buffer runs at quarter resolution
        var NORM = SAMPLES / 3; // total / (samples / 3.0)
        var REF_W = 1280; // width the constants were measured at

        // 40 taps of a 1/(0.25 * 1280) texel step = 12.5% of frame width per
        // side. Held as a fraction rather than as absolute pixels so the look
        // matches the reference at any output size.
        var HALF_FRAC = HALF_SAMPLES / (RES_SCALE * REF_W);

        var INTENSITY = num("intensity", 5);
        var THRESHOLD = num("threshold", 0.3);
        var STREAK_LEN = num("streakLength", 1);
        var BLOOM_R = num("bloomRadius", 0);
        var TIME_SCALE = num("timeScale", 0.5);
        var COUNT = Math.max(1, Math.round(num("emitters", 140)));
        var BACKDROP = str("backdrop", "#04040a");
        var TINT = hexRgb(str("tint", "#7a8aff"), [0.478, 0.541, 1.0]);

        function hexRgb(hex, fallback) {
          var m = /^#?([0-9a-f]{6})$/i.exec(String(hex).trim());
          if (!m) return fallback;
          var n = parseInt(m[1], 16);
          return [((n >> 16) & 255) / 255, ((n >> 8) & 255) / 255, (n & 255) / 255];
        }

        function mulberry32(seed) {
          return function () {
            seed |= 0;
            seed = (seed + 0x6d2b79f5) | 0;
            var t = Math.imul(seed ^ (seed >>> 15), 1 | seed);
            t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;
            return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
          };
        }

        function hsv(h, s, v) {
          var hh = ((((h % 360) + 360) % 360) / 60) % 6;
          var c = v * s;
          var x = c * (1 - Math.abs((hh % 2) - 1));
          var m = v - c;
          var r = 0;
          var g = 0;
          var b = 0;
          if (hh < 1) {
            r = c;
            g = x;
          } else if (hh < 2) {
            r = x;
            g = c;
          } else if (hh < 3) {
            g = c;
            b = x;
          } else if (hh < 4) {
            g = x;
            b = c;
          } else if (hh < 5) {
            r = x;
            b = c;
          } else {
            r = c;
            b = x;
          }
          return [r + m, g + m, b + m];
        }

        // ---------------------------------------------------------------
        // The emitter field. Every emitter is a closed-form function of t:
        // two incommensurate sinusoids for position and one for brightness.
        // The seeded PRNG runs once, at setup, so the field is identical on
        // every load and every seek.
        // ---------------------------------------------------------------
        var rng = mulberry32(1337);
        var EM = [];
        for (var i = 0; i < COUNT; i++) {
          EM.push({
            x0: rng() * W,
            y0: rng() * H,
            ax: 24 + rng() * 90,
            ay: 12 + rng() * 48,
            fx: 0.018 + rng() * 0.05,
            fy: 0.015 + rng() * 0.045,
            px: rng(),
            py: rng(),
            r: 3 + Math.pow(rng(), 1.6) * 10,
            h: rng() * 360,
            s: 0.62 + rng() * 0.38,
            v: 0.7 + rng() * 0.3,
            fb: 0.03 + rng() * 0.09,
            pb: rng(),
          });
        }

        var TAU = Math.PI * 2;
        var canvas = document.getElementById("af-canvas");
        var ctx = canvas.getContext("2d");

        // Streaks are accumulated in a quarter-resolution buffer, matching
        // the reference's setResolutionScale(0.25). Upscaling it bilinearly
        // is what gives the streak its soft vertical falloff, and it is the
        // reason the streak reads as smooth rather than as a hard bar.
        var SW = Math.round(W * RES_SCALE);
        var SH = Math.round(H * RES_SCALE);
        var sbuf = document.createElement("canvas");
        sbuf.width = SW;
        sbuf.height = SH;
        var sctx = sbuf.getContext("2d");

        function rgba(c, a) {
          return (
            "rgba(" +
            Math.round(Math.min(1, Math.max(0, c[0])) * 255) +
            "," +
            Math.round(Math.min(1, Math.max(0, c[1])) * 255) +
            "," +
            Math.round(Math.min(1, Math.max(0, c[2])) * 255) +
            "," +
            Math.min(1, Math.max(0, a)) +
            ")"
          );
        }

        // A slow swell across the clip so the field reads as a shot rather
        // than as a loop. Closed form in t, like everything else here.
        function gainAt(t) {
          var u = Math.min(1, Math.max(0, t / DUR));
          return 0.75 + 0.35 * Math.sin(Math.PI * u);
        }

        function draw(t) {
          var tau = t * TIME_SCALE;
          var gain = gainAt(t);
          var halfLen = HALF_FRAC * W * STREAK_LEN;

          sctx.setTransform(1, 0, 0, 1, 0, 0);
          sctx.clearRect(0, 0, SW, SH);
          sctx.globalCompositeOperation = "lighter";

          var e;
          var k;
          var col;
          var bright;
          var x;
          var y;
          for (k = 0; k < EM.length; k++) {
            e = EM[k];
            x = e.x0 + e.ax * Math.sin(TAU * (e.fx * tau + e.px));
            y = e.y0 + e.ay * Math.sin(TAU * (e.fy * tau + e.py));
            bright = e.v * (0.62 + 0.38 * Math.sin(TAU * (e.fb * tau + e.pb)));
            col = hsv(e.h, e.s, Math.max(0, bright));

            // High pass, then tint, exactly as the reference filter does:
            // max(colour - threshold, 0) * tint. Below threshold there is no
            // streak at all, which is what keeps the field from smearing.
            var hp = [
              Math.max(0, col[0] - THRESHOLD) * TINT[0],
              Math.max(0, col[1] - THRESHOLD) * TINT[1],
              Math.max(0, col[2] - THRESHOLD) * TINT[2],
            ];
            var peak = Math.max(hp[0], Math.max(hp[1], hp[2]));
            if (peak <= 0.0001) continue;

            // Peak of the tent equals the source value times intensity over
            // the samples/3 normaliser. Magnitude is carried in alpha so the
            // hue keeps full 8-bit precision at low brightness.
            var alpha = (peak * INTENSITY * gain) / NORM;
            if (alpha < 0.003) continue;
            var hue = [hp[0] / peak, hp[1] / peak, hp[2] / peak];

            var bx = x * RES_SCALE;
            var by = y * RES_SCALE;
            var bh = Math.max(1, e.r * 2 * RES_SCALE);
            var bl = halfLen * RES_SCALE;

            var g = sctx.createLinearGradient(bx - bl, 0, bx + bl, 0);
            g.addColorStop(0, rgba(hue, 0));
            g.addColorStop(0.5, rgba(hue, alpha));
            g.addColorStop(1, rgba(hue, 0));
            sctx.fillStyle = g;
            sctx.fillRect(bx - bl, by - bh / 2, bl * 2, bh);
          }

          ctx.setTransform(1, 0, 0, 1, 0, 0);
          ctx.globalCompositeOperation = "source-over";
          ctx.fillStyle = BACKDROP;
          ctx.fillRect(0, 0, W, H);

          ctx.globalCompositeOperation = "lighter";
          ctx.imageSmoothingEnabled = true;
          ctx.imageSmoothingQuality = "high";
          ctx.drawImage(sbuf, 0, 0, SW, SH, 0, 0, W, H);

          // The highlights themselves, drawn at full resolution on top.
          for (k = 0; k < EM.length; k++) {
            e = EM[k];
            x = e.x0 + e.ax * Math.sin(TAU * (e.fx * tau + e.px));
            y = e.y0 + e.ay * Math.sin(TAU * (e.fy * tau + e.py));
            bright = e.v * (0.62 + 0.38 * Math.sin(TAU * (e.fb * tau + e.pb)));
            col = hsv(e.h, e.s, Math.max(0, bright));

            if (BLOOM_R > 0) {
              var br = e.r + BLOOM_R;
              var gb = ctx.createRadialGradient(x, y, 0, x, y, br);
              gb.addColorStop(0, rgba(col, 0.5 * gain));
              gb.addColorStop(0.35, rgba(col, 0.16 * gain));
              gb.addColorStop(1, rgba(col, 0));
              ctx.fillStyle = gb;
              ctx.fillRect(x - br, y - br, br * 2, br * 2);
            }

            var core = ctx.createRadialGradient(x, y, 0, x, y, e.r);
            core.addColorStop(
              0,
              rgba([col[0] * 0.88 + 0.12, col[1] * 0.88 + 0.12, col[2] * 0.88 + 0.12], 1),
            );
            core.addColorStop(0.72, rgba(col, 0.96));
            core.addColorStop(1, rgba(col, 0));
            ctx.fillStyle = core;
            ctx.fillRect(x - e.r, y - e.r, e.r * 2, e.r * 2);
          }
        }

        window.__timelines = window.__timelines || {};
        var tl = gsap.timeline({ paused: true });

        // The canvas is repainted from a property SETTER, not from a
        // timeline onUpdate callback: gsap suppresses events on seek(), so a
        // callback-driven canvas silently freezes on frame 0 under any
        // consumer that scrubs. Tweened values are written on every render,
        // suppressed or not, so the setter fires on seek and hands us the
        // frame time directly.
        var driver = { _t: 0 };
        Object.defineProperty(driver, "t", {
          get: function () {
            return this._t;
          },
          set: function (v) {
            this._t = v;
            draw(v);
          },
        });
        tl.to(driver, { t: DUR, duration: DUR, ease: "none" }, 0);
        window.__timelines["vfx-anamorphic-flare"] = tl;

        draw(0);
      })();
    </script>
  </body>
</html>
```

Copy npx hyperframes add vfx-anamorphic-flare to the clipboard

That writes one file: `compositions/vfx-anamorphic-flare.html`.

## Add it to your video

It runs for 10 seconds at 1920×1080. Paste this into your composition:

```html index.html
<div
  data-composition-id="vfx-anamorphic-flare"
  data-composition-src="compositions/vfx-anamorphic-flare.html"
  data-start="0"
  data-duration="10"
  data-track-index="1"
  data-width="1920"
  data-height="1080"
></div>
```

Move it in time with `data-start`. Put it on a different timeline row with
`data-track-index`. See [data attributes](/concepts/data-attributes.md) for the rest.

## Change how it looks

Set these CSS variables on the block:

* `--intensity` — Streak intensity. Defaults to `5`.
* `--threshold` — High-pass threshold. Defaults to `0.3`.
* `--streaklength` — Streak length gain. Defaults to `1`.
* `--tint` — Streak tint. Defaults to `#7a8aff`.
* `--bloomradius` — Bloom radius. Defaults to `0`.
* `--timescale` — Drift rate. Defaults to `0.5`.
* `--emitters` — Emitter count. Defaults to `140`.
* `--backdrop` — Backdrop. Defaults to `#04040a`.

## Variables

Every one of these has a default, so the piece works untouched. Set the ones you
want to change on the element:

| Variable | Default | Accepts | What it does |
| - | - | - | - |
| `intensity` | `5` | 0 to 20, step 0.1 | |
| `threshold` | `0.3` | 0 to 1, step 0.01 | |
| `streakLength` | `1` | 0.1 to 6, step 0.05 | |
| `tint` | `#7a8aff` | color | |
| `bloomRadius` | `0` | 0px to 80px, step 1px | |
| `timeScale` | `0.5` | 0 to 3, step 0.05 | |
| `emitters` | `140` | 1 to 400, step 1 | |
| `backdrop` | `#04040a` | color | |

Set them with `data-variable-values` on the element that mounts it. These are the
defaults, so this behaves exactly like the preview above until you change one:

```html wrap
<div
  data-composition-id="vfx-anamorphic-flare"
  data-composition-src="compositions/vfx-anamorphic-flare.html"
  data-variable-values='{"intensity":5,"threshold":0.3,"streakLength":1,"tint":"#7a8aff","bloomRadius":0,"timeScale":0.5,"emitters":140,"backdrop":"#04040a"}'
></div>
```

{/* hf:generated-footer */}

Tagged `vfx` `background` `showcase` `optical` `canvas`.

## Related topics

* [Browse the complete Catalog](/catalog.md)
* [Add assets and Catalog items in the browser editor](/studio/assets-and-blocks.md)
* [Put blocks together into one video](/concepts/compositions.md)
