gatewai-dev/framefields/framefields-effects
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Apply, configure, and modulate WebGPU post-processing shaders, stylized looks (pixel art, ASCII, VHS, comic, watercolor, risograph, holographic — and which look fits which request), cinematic color grading, tone mapping, and procedural VFX in framefields. Use when adding blur, grain, LUTs, relighting, curves, greenscreen color keying, or effects driven by vision signals in framefields compositions; detection, cutouts, pose and SAM tracking themselves are in framefields-vision.
Install
npx vskill@latest install gatewai-dev/framefields/framefields-effectsSKILL.md
framefields-effects
Setup
Import everything from the `framefields` npm package. If the project doesn't have framefields set up yet, follow the framefields skill first (install, project scaffold, first render).
Overview
framefields features a native WebGPU shader execution pipeline for 2D VFX, tonal grading, cinematic lens simulation, spatial relighting, and real-time neural vision conditioning.
Effects in framefields are strongly typed Effect subclasses whose uniform properties can be driven by static values, time-varying keyframes, reactive Signal instances, or audio extraction pipelines.
See references/effects-catalog.md for the generated prop-level catalog, defaults, and type bounds.
Attaching Effects
There are 4 main attachment modes in the engine:
1. Layer-Level Effect Pipeline
Attach one or more effects to any layer (box, flex, shape, text, media) directly via .withEffect(effect) or .withEffects([...]):
2. Whole-Composition Master Emulsion
Apply an overarching post-processing grade or film emulsion across all rendered layers:
3. Spatial & Tracked Sections (comp.section / Layer.section)
Isolate a sub-region of a plate or canvas to apply localized effects:
4. Fluid Fluent Media Chains (Media)
Process clips outside a layout tree before mounting or exporting:
Effect Categories
1. Color Grading & Tonal Dynamics
- `Curves`: Spline-interpolated tone curves for master, red, green, blue, plus hue/saturation curves (
hueVsHue,hueVsSat,lumVsSat,satVsSat). - `ColorBalance`: Shadows, midtones, and highlights split color adjustments with
preserveLuminosity. - `Levels`: Master and per-channel input/output black/white points and gamma.
- `SelectiveColor`: CMYK-style photographic selective adjustments targeting reds, yellows, greens, cyans, blues, magentas, whites, neutrals, and blacks.
- `GradientMap`: Multi-stop gradient remapping (
stops: [{ position: 0, color: "#000" }, { position: 1, color: "#FFF" }]). - `ShadowsHighlights`: Separate shadow lifting and highlight recovery with radius and tonal width controls.
- `ApplyLUT`: 1D and 3D
.cubecolor lookup table applicator. - `Modulate`: Real-time HSL/contrast controls:
hue,brightness,contrast,exposure,saturation,sepia.
2. Optical, Texture & Cinematic Emulsions
- `FilmGrain`: GPU-synthesized film grain with grain sizing, shadow/highlight masking, and temporal animation speed.
- `Vignette`: Elliptical or circular lens falloff with customizable center, roundness, and softness.
- `Blur`: High-performance multi-mode blur:
"Gaussian","Box","Median","Motion","Bilateral","Edge-preserving","Radial","Zoom". Supports partial blur regions and tracked object bounding boxes. - `UnsharpMask`: High-frequency edge sharpener with threshold suppression.
- `HighPass`: Edge and frequency isolation with contrast boost.
- `HalftoneScreen`: Procedural print screening with
"Circle","Diamond","Line", or"Square"dots in"Monochrome"or"CMYK"angles. - `TileOffset`: Seamless UV wrapping with
"wrap","clamp","mirror", or"transparent"boundaries. - `MotionBlur`: Directional shutter simulation with custom shutter angles and velocity clamps.
- `TemporalDeflicker`: Multi-frame optical flow blending to eliminate flickering in generative AI clips or high-speed footage.
Temporal (effects with memory)
- `Trails`: the layer over a decaying copy of its own past.
mode: "blend"(default; echoes on full-frame footage),"over"(cutouts and text),"add"(light painting on dark scenes),"max"(light trails).decay0.8 short echo → 0.97 long trails; per-framezoom(1.02 = tunnel),rotation,offsetX/Y,hueShift(psychedelic cycling). - `Datamosh`: the previous picture dragged along the new frame's optical flow instead of being refreshed, until a
keyframesframe (I-frame) shows the clean picture. Put keyframes where you want it clean; leave a cut out to smear one shot with the next one's motion.strength,bleed(clean picture mixed back per frame). - Both step as frames render; after a jump (scrubbing, a single
renderFrame) they replay the last frames (warmup) to rebuild the history.
3. 3D Spatial Lighting & Materials
- `Relight3D`: Screen-space normal map relighting with point, spot, and directional lights, specular highlights, roughness, and metallic uniforms.
- `SSAO`: Screen-space ambient occlusion generating contact shadows from depth buffers.
- `PBRGlass`: Physically-based transmission, index of refraction (IOR), optical dispersion, and Fresnel reflections.
- `DepthOfField`: Camera lens simulation with aperture size, focal length, focus plane distance, and circle-of-confusion (CoC) blur.
4. Matte, Keying & Edge Operations
- `ColorKey`: Studio greenscreen/bluescreen keyer with spill suppression and smoothness controls.
- `Crop`: Rectangular, circular, or arbitrary polygon path cropping with corner rounding.
5. Stylize Looks (Styles.*)
Which look for which request: see references/style-guide.md. It maps phrases like "VHS", "8-bit", "comic" or "liquid logo" to presets, effects and techniques. Read it whenever someone names a style.
Styles.<name>(options?) returns an effect stack: layer.withEffects(Styles.vhs()). Presets: pixelArt, gameBoy, teletext, ledWall, ascii, oneBit, risograph, comic, cartoon, thermal, vhs, crt, glitch, oilPainting, watercolor, topographic, kaleidoscope, opArt, holographic, noir, film.
The effects behind them, for finer control:
- `Pixelate`: big pixels;
shape: "square" | "circle" | "diamond"(LED wall),gap. - `Posterize`: fewer colors, or snap to a
palette(gameboy,teletext,cga,pico8,c64,grayscale,sepia,custom+colors) with BayerditherandpixelSize. - `Dither`:
bayer/noise/halftone; 1-bit duotone (dark/light) or per-channellevels. - `Ascii`: glyphs by brightness;
colorMode: "mono" | "source" | "green",cellSize,fg/bg,invert. - `Toon`: brightness bands plus Sobel ink lines (
edgeColor,edgeWidth,edgeThreshold). - `RGBSplit`: chromatic aberration along
angleorradial. - `CRT`: curvature, scanlines, aperture mask, noise, flicker, vignette;
trackingandchromagive VHS wobble and colour bleed. - `Painterly`: Kuwahara
oil/watercolor(pigment edges, paper grain). - `Contour`: topographic isolines over the
source, aflatpaper colour, or nothing. - `Kaleidoscope`: mirror
segmentsaround a center; animaterotation/zoom. - `OpArt`: stripes / rings / checker / waves bent and thickened by the image.
- `Iridescence`: thin-film rainbow from brightness or relief; animate
shift. - `Gooey`: blur + alpha threshold (metaballs). Use it on layers with transparency (SVG, particles), not on opaque footage.
Vision-driven effects
Cutouts, subject mattes, tracked boxes, pose, smart re-framing, subject outlines, tracked region blur, and prompted tracking of a specific person or several people (SAM 2.1 / SAM 3) live in the framefields-vision skill. Effects here consume its signals: for example layer.blurRegion(vision.objects.byCategory("person")), or an effect uniform driven by clip.signals.objects.get(1).bounds.
Reactive Signal Modulation
Uniforms on any Effect accept reactive Signal instances instead of static values. When the signal changes, the GPU uniform buffer updates automatically without rebuilding the pipeline:
Best Practices:
- Emulsion Restraint: Keep
FilmGrain(0.04–0.08) andVignette(0.2–0.45) subtle. Over-filtering looks amateurish. - Order Matters: Place tonal grading (
Curves,ColorBalance) before lens optics (Blur,DepthOfField), and apply grain (FilmGrain) as the outermost layer. - No Redundant Shaders: For static image exports, set
animated: falseonFilmGrainto preserve deterministic static renders.
Security
- Security scanPassed, 90 of 100Pattern checks on the skill's files.
- Model reviewPassed
Quality evaluation
- Task evaluationNot runNo evaluation yet. Run one in Skill Studio.
Source
- SKILL.md in the repositoryCheckingplugins/framefields/skills/framefields-effects/SKILL.md
Popularity
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