Installed via npx skills add iart-ai/motion-design-skills. Kept the project's existing remotion-video skill unchanged. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E35uEC1pGu95tUpM4b815L
234 lines
8.7 KiB
Markdown
234 lines
8.7 KiB
Markdown
# Background Recipes — Drop-in Implementations
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Fuller, production-ready versions of each technique. All are self-contained (Three.js is the only external dependency, and only for the shader recipe).
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## 1. Rich CSS mesh gradient (blurred blobs)
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Animated blobs behind a blur layer give a soft "mesh gradient" look without WebGL. Uses absolutely-positioned radial blobs and `filter: blur`.
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```html
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<div class="mesh">
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<span class="blob b1"></span>
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<span class="blob b2"></span>
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<span class="blob b3"></span>
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</div>
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```
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```css
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.mesh{ position:fixed; inset:0; z-index:-1; overflow:hidden; background:#0b0e1a; }
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.mesh .blob{
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position:absolute; width:50vmax; height:50vmax; border-radius:50%;
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filter:blur(80px); opacity:.55; mix-blend-mode:screen;
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}
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.b1{ background:#5b8cff; top:-10%; left:-5%; animation:drift1 26s ease-in-out infinite; }
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.b2{ background:#b05bff; top:30%; left:55%; animation:drift2 30s ease-in-out infinite; }
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.b3{ background:#2de1c2; top:60%; left:10%; animation:drift3 22s ease-in-out infinite; }
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@keyframes drift1{ 0%,100%{transform:translate(0,0)} 50%{transform:translate(20vmax,10vmax)} }
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@keyframes drift2{ 0%,100%{transform:translate(0,0)} 50%{transform:translate(-18vmax,12vmax)} }
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@keyframes drift3{ 0%,100%{transform:translate(0,0)} 50%{transform:translate(12vmax,-14vmax)} }
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@media (prefers-reduced-motion: reduce){ .mesh .blob{ animation:none } }
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```
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`mix-blend-mode: screen` blends overlapping blobs into bright color fields; `blur` smooths them into a continuous mesh. Identical 0%/100% keyframes guarantee a seamless loop.
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## 2. Three.js aurora shader — full, with parallax and seamless loop
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```js
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import * as THREE from 'three';
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export function createAurora(canvas){
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const renderer = new THREE.WebGLRenderer({canvas, antialias:true});
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renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
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const scene = new THREE.Scene();
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const camera = new THREE.OrthographicCamera(-1,1,1,-1,0,1);
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const PERIOD = 18.0; // seconds for a full seamless loop
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const u = {
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uPhase: {value:0}, // 0..2π, wraps each PERIOD
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uRes: {value:new THREE.Vector2()},
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uMouse: {value:new THREE.Vector2(0.5,0.5)},
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uColorA: {value:new THREE.Color('#0b1d4d')},
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uColorB: {value:new THREE.Color('#5b8cff')},
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uColorC: {value:new THREE.Color('#b05bff')},
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};
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const material = new THREE.ShaderMaterial({
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uniforms:u,
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vertexShader:`void main(){ gl_Position=vec4(position,1.0); }`,
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fragmentShader:`
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precision highp float;
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uniform float uPhase; uniform vec2 uRes, uMouse;
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uniform vec3 uColorA, uColorB, uColorC;
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float hash(vec2 p){ return fract(sin(dot(p,vec2(127.1,311.7)))*43758.5453); }
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float noise(vec2 p){
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vec2 i=floor(p), f=fract(p);
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float a=hash(i), b=hash(i+vec2(1,0)), c=hash(i+vec2(0,1)), d=hash(i+vec2(1,1));
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vec2 w=f*f*(3.0-2.0*f);
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return mix(mix(a,b,w.x), mix(c,d,w.x), w.y);
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}
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float fbm(vec2 p){ float v=0.,a=.5; for(int i=0;i<6;i++){v+=a*noise(p);p*=2.;a*=.5;} return v; }
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void main(){
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vec2 uv = gl_FragCoord.xy/uRes.xy;
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uv += (uMouse-0.5)*0.06; // subtle parallax
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// loop the flow by moving along a circle in noise space:
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vec2 flow = vec2(cos(uPhase), sin(uPhase))*0.6;
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float n = fbm(uv*3.0 + flow);
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float bands = sin((uv.y*4.0 + n*2.0)) * 0.5 + 0.5;
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vec3 col = mix(uColorA, uColorB, smoothstep(0.2,0.7,n));
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col = mix(col, uColorC, smoothstep(0.5,1.0,bands)*0.6);
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gl_FragColor = vec4(col, 1.0);
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}`,
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});
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const quad = new THREE.Mesh(new THREE.PlaneGeometry(2,2), material);
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scene.add(quad);
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function resize(){
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renderer.setSize(innerWidth, innerHeight);
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u.uRes.value.set(innerWidth, innerHeight);
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}
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addEventListener('resize', resize); resize();
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addEventListener('pointermove', e => {
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u.uMouse.value.set(e.clientX/innerWidth, 1 - e.clientY/innerHeight);
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});
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const start = performance.now();
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let running = true;
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function loop(){
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if (running){
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const t = (performance.now() - start)/1000;
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u.uPhase.value = (t % PERIOD)/PERIOD * Math.PI * 2; // wraps → seamless
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renderer.render(scene, camera);
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}
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requestAnimationFrame(loop);
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}
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loop();
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return {
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set running(v){ running = v; if (v) loop(); },
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renderOnce(){ renderer.render(scene, camera); },
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};
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}
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```
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The seamless loop trick: drive the noise offset with `vec2(cos(uPhase), sin(uPhase))`, a closed circle in noise space — at `uPhase = 2π` the field is identical to `uPhase = 0`.
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## 3. Constellation field — grid-optimized + mouse repulsion
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```js
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export function createConstellation(canvas, {count=120, link=130, repel=140} = {}){
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const ctx = canvas.getContext('2d');
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let W,H,pts; const mouse = {x:-9999, y:-9999};
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function init(){
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W = canvas.width = innerWidth; H = canvas.height = innerHeight;
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pts = Array.from({length:count}, () => ({
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x:Math.random()*W, y:Math.random()*H,
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vx:(Math.random()-0.5)*0.25, vy:(Math.random()-0.5)*0.25,
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}));
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}
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addEventListener('resize', init); init();
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addEventListener('pointermove', e => { mouse.x=e.clientX; mouse.y=e.clientY; });
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addEventListener('pointerleave', () => { mouse.x=mouse.y=-9999; });
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// spatial hash to avoid O(n^2)
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const cell = link;
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function key(x,y){ return ((x/cell)|0)+','+((y/cell)|0); }
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let running = true;
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function frame(){
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if (!running){ requestAnimationFrame(frame); return; }
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ctx.clearRect(0,0,W,H);
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const grid = new Map();
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for (const p of pts){
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p.x+=p.vx; p.y+=p.vy;
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if (p.x<0||p.x>W) p.vx*=-1;
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if (p.y<0||p.y>H) p.vy*=-1;
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// mouse repulsion
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const dx=p.x-mouse.x, dy=p.y-mouse.y, d=Math.hypot(dx,dy);
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if (d<repel){ p.x+=dx/d*1.5; p.y+=dy/d*1.5; }
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const k=key(p.x,p.y); (grid.get(k)||grid.set(k,[]).get(k)).push(p);
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ctx.fillStyle='#9db4ff'; ctx.fillRect(p.x,p.y,2,2);
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}
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// link only within neighboring cells
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for (const p of pts){
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const cx=(p.x/cell)|0, cy=(p.y/cell)|0;
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for (let gx=cx-1;gx<=cx+1;gx++) for (let gy=cy-1;gy<=cy+1;gy++){
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const bucket = grid.get(gx+','+gy); if (!bucket) continue;
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for (const q of bucket){
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if (q===p) continue;
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const dx=p.x-q.x, dy=p.y-q.y, d=Math.hypot(dx,dy);
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if (d<link){
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ctx.strokeStyle=`rgba(157,180,255,${(1-d/link)*0.6})`;
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ctx.beginPath(); ctx.moveTo(p.x,p.y); ctx.lineTo(q.x,q.y); ctx.stroke();
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}
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}
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}
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}
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requestAnimationFrame(frame);
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}
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frame();
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return { set running(v){ running=v; } };
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}
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```
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Spatial hashing keeps the link test near O(n) and scales to several hundred points.
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## 4. Perfectly looping noise flow (canvas)
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To loop drifting noise, sample it at a position that travels a closed path:
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```js
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const PERIOD = 10; // seconds
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const phase = (t % PERIOD)/PERIOD * Math.PI*2;
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const sx = Math.cos(phase)*R; // closed circle → returns to start
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const sy = Math.sin(phase)*R;
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// feed (baseX + sx, baseY + sy) into your noise function
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```
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Because `(sx,sy)` returns exactly to its start at `t = PERIOD`, the whole field repeats with no jump. For 1-D scroll loops instead, advance by an *integer* number of noise cells per period (`scroll = floor(cells) * (t % PERIOD)/PERIOD`) so the tile aligns.
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## 5. Reduced-motion + lifecycle manager
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A single controller that wraps any of the above (anything exposing a `running` setter and a one-frame render).
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```js
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export function attachLifecycle(canvas, controller){
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const mq = matchMedia('(prefers-reduced-motion: reduce)');
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function apply(){
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const reduced = mq.matches;
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if (reduced){
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controller.running = false;
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controller.renderOnce?.(); // one static frame
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return;
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}
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controller.running = !document.hidden && visible;
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}
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let visible = true;
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const io = new IntersectionObserver(([e]) => { visible = e.isIntersecting; apply(); });
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io.observe(canvas);
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document.addEventListener('visibilitychange', apply);
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mq.addEventListener?.('change', apply);
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apply();
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return () => { io.disconnect(); document.removeEventListener('visibilitychange', apply); };
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}
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```
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Usage:
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```js
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const aurora = createAurora(document.querySelector('#bg'));
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attachLifecycle(document.querySelector('#bg'), aurora);
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```
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This guarantees: a static frame for reduced-motion users, no CPU/GPU work when the tab is hidden or the canvas is scrolled out of view, and automatic resume when conditions change.
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---
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Keep the loop seamless and the cost low and a background lives behind content. Built by **[iart.ai](https://iart.ai/?utm_source=github&utm_medium=readme&utm_campaign=motion-design-skills&utm_content=skill_footer&utm_term=motion-background)** — the AI motion agent for editable, on-brand motion graphics.
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