> ## Documentation Index
> Fetch the complete documentation index at: https://hyperframes-fix-nested-composition-media-inpoint.mintlify.site/llms.txt
> Use this file to discover all available pages before exploring further.

# Camera Shake

> Procedural handheld, telephoto and rig camera shake for any wrapper: nine measured profiles with per-lens projection, closed-form and seek-safe

export const VariablesExplorer = ({previewSrc, compositionId, compositionSrc, variables, 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-surface);
  box-shadow: 0 1px 2px rgba(0, 0, 0, 0.08);
}
.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;
}
`;
  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 [tab, setTab] = useState("preview");
  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@0.7/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 installCommand = (() => {
    const base = `npx hyperframes add ${compositionId}`;
    if (!dirty) return base;
    const changed = {};
    for (const v of variables) {
      if (JSON.stringify(values[v.id]) !== JSON.stringify(defaults[v.id])) changed[v.id] = values[v.id];
    }
    return `${base} --vars '${JSON.stringify(changed)}'`;
  })();
  const TABS = [["preview", "Preview"], ...children ? [["code", "Code"]] : [], ["snippet", "Snippet"]];
  return <div className="hf-ve not-prose my-4">
      <style dangerouslySetInnerHTML={{
    __html: CSS
  }} />

      <div className="mb-3 flex items-center gap-3">
        <div className="hf-ve-tabs">
          {TABS.map(([id, label]) => <button key={id} type="button" data-on={tab === id} aria-pressed={tab === id} onClick={() => setTab(id)} className="hf-ve-tab hf-ve-tint">
              {label}
            </button>)}
        </div>
      </div>

      {}
      <div className="hf-ve-frame">
        <div className="hf-ve-cell" data-on={tab === "preview"}>
          <iframe ref={frame} srcDoc={bootstrap} className="hf-ve-preview block aspect-video w-full" title={`${compositionId} preview`} />
        </div>
        {children && <div className="hf-ve-cell" data-on={tab === "code"}>
            {children}
          </div>}
        <div className="hf-ve-cell hf-ve-snippet" data-on={tab === "snippet"}>
          {}
          <CodeBlock filename="Terminal">
            <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>
                <span className="line">
                  <span style={SHIKI.value}>{installCommand}</span>
                  {"\n"}
                </span>
              </code>
            </pre>
          </CodeBlock>
          {}
          <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 className="hf-ve-panel">
        <div className="hf-ve-head">
          <span className="hf-ve-title">Customize</span>
          <button type="button" onClick={() => {
    setValues(defaults);
    setNotes({});
  }} disabled={!dirty} className="hf-ve-btn hf-ve-tint">
            Reset
          </button>
        </div>
        <div className="hf-ve-grid">
          {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>
    </div>;
};

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>;
};

<VariablesExplorer previewSrc="/public/catalog/components/camera-shake.json" compositionId="camera-shake" compositionSrc="compositions/components/camera-shake.html" variables={[{"id":"shakeProfile","type":"enum","label":"Shake profile","default":"handheld-normal-mild","options":[{"value":"handheld-normal-mild","label":"Handheld - normal lens, mild"},{"value":"handheld-normal-strong","label":"Handheld - normal lens, strong"},{"value":"handheld-normal-extreme","label":"Handheld - normal lens, extreme"},{"value":"handheld-wideangle-mild","label":"Handheld - wide angle, mild"},{"value":"handheld-wideangle-strong","label":"Handheld - wide angle, strong"},{"value":"handheld-tele-mild","label":"Handheld - telephoto, mild"},{"value":"handheld-tele-strong","label":"Handheld - telephoto, strong"},{"value":"rig-6d-shake","label":"Rig - 6D shake (engine buzz)"},{"value":"rig-6d-wobble","label":"Rig - 6D wobble"}]},{"id":"shakeIntensity","type":"number","label":"Intensity multiplier","default":1,"min":0,"max":3,"step":0.05},{"id":"shakeFrequency","type":"number","label":"Frequency multiplier","default":1,"min":0.1,"max":4,"step":0.05},{"id":"shakeRotation","type":"boolean","label":"Include rotation (roll + tilt/pan)","default":true}]}>
  ```html camera-shake.html theme={null}
  <!doctype html>
  <html
    lang="en"
    data-composition-variables='[
      {
        "id": "shakeProfile",
        "type": "enum",
        "label": "Shake profile",
        "default": "handheld-normal-mild",
        "options": [
          { "value": "handheld-normal-mild", "label": "Handheld - normal lens, mild" },
          { "value": "handheld-normal-strong", "label": "Handheld - normal lens, strong" },
          { "value": "handheld-normal-extreme", "label": "Handheld - normal lens, extreme" },
          { "value": "handheld-wideangle-mild", "label": "Handheld - wide angle, mild" },
          { "value": "handheld-wideangle-strong", "label": "Handheld - wide angle, strong" },
          { "value": "handheld-tele-mild", "label": "Handheld - telephoto, mild" },
          { "value": "handheld-tele-strong", "label": "Handheld - telephoto, strong" },
          { "value": "rig-6d-shake", "label": "Rig - 6D shake (engine buzz)" },
          { "value": "rig-6d-wobble", "label": "Rig - 6D wobble" }
        ]
      },
      {
        "id": "shakeIntensity",
        "type": "number",
        "label": "Intensity multiplier",
        "default": 1,
        "min": 0,
        "max": 3,
        "step": 0.05
      },
      {
        "id": "shakeFrequency",
        "type": "number",
        "label": "Frequency multiplier",
        "default": 1,
        "min": 0.1,
        "max": 4,
        "step": 0.05
      },
      {
        "id": "shakeRotation",
        "type": "boolean",
        "label": "Include rotation (roll + tilt/pan)",
        "default": true
      }
    ]'
  >
    <head>
      <meta charset="utf-8" />
      <meta name="viewport" content="width=1920, height=1080" />
      <title>Camera Shake</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;
        }
        html,
        body {
          width: 1920px;
          height: 1080px;
          overflow: hidden;
          background: transparent;
        }

        /* ---- camera-shake ----------------------------------------------------
           Procedural handheld / Steadicam / rig shake for ANY wrapper. Two
           elements: an overflow-hidden FRAME that carries the lens perspective,
           and a RIG inside it that gets the shake transform. Whatever you put
           in the rig becomes "the shot".

             <div class="camera-shake-frame">
               <div class="camera-shake-rig">  ...your content...  </div>
             </div>

             cameraShake(tl, "#my-rig", { profile: "handheld-tele-mild", duration: 8 });

           Layers inside the rig may carry data-cs-z="-800" to sit at a depth;
           cameraShake() scales them to compensate so they parallax under the
           camera instead of sliding as a flat card.
        ------------------------------------------------------------------- */
        .camera-shake-frame {
          position: absolute;
          inset: 0;
          overflow: hidden;
          /* perspective is written by cameraShake() from the profile's lens */
        }
        .camera-shake-rig {
          position: absolute;
          inset: 0;
          transform-style: preserve-3d;
          will-change: transform;
        }
        .camera-shake-rig > * {
          transform-style: preserve-3d;
        }

        /* ---- self-preview stand-in "world" (not part of the snippet) ------- */
        .cs-layer {
          position: absolute;
          inset: 0;
        }
        .cs-sky {
          background: linear-gradient(#070b18 0%, #16264a 52%, #4a6ea8 78%, #b9852f 100%);
        }
        .cs-skyline {
          position: absolute;
          left: 0;
          right: 0;
          bottom: 46%;
          height: 220px;
          background: repeating-linear-gradient(
            90deg,
            #0d1428 0 70px,
            transparent 70px 96px,
            #101a33 96px 140px,
            transparent 140px 178px
          );
          opacity: 0.85;
        }
        .cs-tower {
          position: absolute;
          bottom: 44%;
          width: 190px;
          background: linear-gradient(#1d2b4d, #0a1024);
          border-top: 6px solid #2f4a80;
        }
        .cs-tower::after {
          content: "";
          position: absolute;
          inset: 18px 14px;
          background:
            repeating-linear-gradient(0deg, #ffd48a33 0 10px, transparent 10px 34px),
            repeating-linear-gradient(90deg, #ffd48a2b 0 12px, transparent 12px 40px);
        }
        .cs-t1 {
          left: 300px;
          height: 430px;
        }
        .cs-t2 {
          left: 820px;
          width: 260px;
          height: 640px;
        }
        .cs-t3 {
          left: 1340px;
          height: 380px;
        }
        /* Flat ground plane. A rotateX'd floor would poke through the title
           plane under preserve-3d, so depth here comes from translateZ only. */
        .cs-floor {
          position: absolute;
          left: 0;
          right: 0;
          top: 56%;
          bottom: 0;
          background:
            repeating-linear-gradient(90deg, #4d6ea03d 0 3px, transparent 3px 150px),
            repeating-linear-gradient(0deg, #4d6ea03d 0 3px, transparent 3px 70px),
            linear-gradient(#0a1224, #04070f);
        }
        .cs-title {
          position: absolute;
          left: 0;
          right: 0;
          top: 300px;
          text-align: center;
          font-family: "Helvetica Neue", Helvetica, Arial, sans-serif;
          font-weight: 800;
          font-size: 148px;
          line-height: 1.1;
          letter-spacing: -0.03em;
          color: #ffffff;
          text-shadow: 0 12px 44px rgba(0, 0, 0, 0.75);
        }
        .cs-title span {
          display: block;
        }
        .cs-post {
          position: absolute;
          left: 120px;
          bottom: 0;
          width: 46px;
          height: 620px;
          background: linear-gradient(#25324f, #060a14);
          border-radius: 6px;
        }
        .cs-post-b {
          left: auto;
          right: 150px;
          height: 720px;
        }

        /* ---- static frame guide: proves the WORLD moves, not the frame ----- */
        #cs-guide {
          position: absolute;
          inset: 0;
          pointer-events: none;
        }
        /* Thirds as four thin bars, not one full-frame gradient layer: a
           full-inset element over the title reads as an occluder to the
           layout checker even when its paint is mostly transparent. */
        #cs-guide .cs-line {
          position: absolute;
          background: rgba(255, 255, 255, 0.25);
        }
        #cs-guide .cs-v1 {
          left: 639px;
          top: 0;
          width: 3px;
          height: 1080px;
        }
        #cs-guide .cs-v2 {
          left: 1279px;
          top: 0;
          width: 3px;
          height: 1080px;
        }
        #cs-guide .cs-h1 {
          left: 0;
          top: 359px;
          width: 1920px;
          height: 3px;
        }
        #cs-guide .cs-h2 {
          left: 0;
          top: 719px;
          width: 1920px;
          height: 3px;
        }
        #cs-guide .cs-reticle {
          position: absolute;
          left: 910px;
          top: 490px;
          width: 100px;
          height: 100px;
          border: 3px solid #ff4d3d;
          border-radius: 50%;
        }
        #cs-guide .cs-reticle::after {
          content: "";
          position: absolute;
          left: 47px;
          top: -40px;
          width: 3px;
          height: 180px;
          background: #ff4d3d;
        }
        #cs-guide .cs-tick {
          position: absolute;
          width: 70px;
          height: 70px;
          border: 4px solid #ffffffbb;
        }
        #cs-guide .cs-tl {
          left: 70px;
          top: 70px;
          border-right: 0;
          border-bottom: 0;
        }
        #cs-guide .cs-tr {
          right: 70px;
          top: 70px;
          border-left: 0;
          border-bottom: 0;
        }
        #cs-guide .cs-bl {
          left: 70px;
          bottom: 70px;
          border-right: 0;
          border-top: 0;
        }
        #cs-guide .cs-br {
          right: 70px;
          bottom: 70px;
          border-left: 0;
          border-top: 0;
        }
        #cs-readout {
          position: absolute;
          left: 70px;
          bottom: 170px;
          font-family: Menlo, Consolas, monospace;
          font-size: 30px;
          letter-spacing: 0.02em;
          color: #ffffffe6;
          text-shadow: 0 2px 10px rgba(0, 0, 0, 0.9);
        }
      </style>
    </head>
    <body>
      <!--
        WIRING (what you copy into a host composition):
          1. the .camera-shake-frame / .camera-shake-rig CSS above
          2. the cameraShake() helper in the script below (profile table included)
          3. wrap the thing you want shot:
               <div class="camera-shake-frame">
                 <div class="camera-shake-rig" id="shot">  <video .../>  </div>
               </div>
          4. drive it from your paused timeline:
               cameraShake(tl, "#shot", { profile: "handheld-wideangle-strong", duration: 8 });
        Everything with a `cs-` class below is the self-preview world, not the snippet.
      -->
      <div
        id="cs-root"
        data-composition-id="camera-shake"
        data-start="0"
        data-duration="6"
        data-fps="30"
        data-width="1920"
        data-height="1080"
        style="position: relative; width: 1920px; height: 1080px; background: #05070f"
      >
        <div
          class="camera-shake-frame clip"
          id="cs-frame"
          data-start="0"
          data-duration="6"
          data-track-index="0"
        >
          <!-- The rig is deliberately larger than the frame (overscan) and
               deliberately leaves it under shake: that IS the effect, so every
               moving layer is marked as intentional overflow. -->
          <div class="camera-shake-rig" id="cs-rig" data-layout-allow-overflow>
            <div class="cs-layer cs-sky" data-cs-z="-900" data-layout-allow-overflow></div>
            <div class="cs-layer cs-farlayer" data-cs-z="-520" data-layout-allow-overflow>
              <div class="cs-skyline" data-layout-allow-overflow></div>
            </div>
            <div class="cs-layer cs-midlayer" data-cs-z="-240" data-layout-allow-overflow>
              <div class="cs-tower cs-t1" data-layout-allow-overflow></div>
              <div class="cs-tower cs-t2" data-layout-allow-overflow></div>
              <div class="cs-tower cs-t3" data-layout-allow-overflow></div>
            </div>
            <div class="cs-layer cs-floorlayer" data-cs-z="-90" data-layout-allow-overflow>
              <div class="cs-floor" data-layout-allow-overflow></div>
            </div>
            <div class="cs-layer cs-titlelayer" data-cs-z="0" data-layout-allow-overflow>
              <div class="cs-title">
                <span>CAMERA</span>
                <span>SHAKE</span>
              </div>
            </div>
            <div class="cs-layer cs-nearlayer" data-cs-z="110" data-layout-allow-overflow>
              <div class="cs-post" data-layout-allow-overflow></div>
              <div class="cs-post cs-post-b" data-layout-allow-overflow></div>
            </div>
          </div>
        </div>

        <div id="cs-guide" class="clip" data-start="0" data-duration="6" data-track-index="1">
          <div class="cs-line cs-v1"></div>
          <div class="cs-line cs-v2"></div>
          <div class="cs-line cs-h1"></div>
          <div class="cs-line cs-h2"></div>
          <div class="cs-tick cs-tl"></div>
          <div class="cs-tick cs-tr"></div>
          <div class="cs-tick cs-bl"></div>
          <div class="cs-tick cs-br"></div>
          <div class="cs-reticle"></div>
          <div id="cs-readout">profile</div>
        </div>
      </div>

      <script>
        /* =====================================================================
           camera-shake - procedural handheld / Steadicam / rig camera shake.

           PROVENANCE + LICENCE. The nine profiles below are measured PARAMETER
           VALUES (amplitudes in degrees, frequencies in Hz, three octaves per
           axis) read off Unity Cinemachine's shipped noise presets. Cinemachine
           is under the Unity Companion License, which is NOT permissive: no
           Unity file is vendored, copied or imported here, and none of the code
           below derives from Unity source. What is reused is the numeric data -
           facts about how much a camera moves - plus a three-line sampler shape
           that is standard mathematics (sum of octaves of noise / cosine). The
           noise function, the screen-space projection, the lens model, the
           overscan solver and the seek-safe driver are all original.

           DETERMINISM. Every value is a closed-form function of `t`:
               channel(t) = (valueNoise(freq*t + offset) - 0.5) * amplitude
               channel(t) = cos((freq*t + offset) * 2PI) * amplitude * 0.5
           No accumulator, no dt, no clock, no unseeded random. Seeking straight
           to frame N produces exactly the same state as stepping to frame N.
           The per-frame work is driven from a PROPERTY SETTER on a tweened
           driver object - NOT from tl.eventCallback("onUpdate"), which GSAP
           suppresses on seek() and which would freeze the shake on frame 0.
           ===================================================================== */
        (function () {
          window.__timelines = window.__timelines || {};

          var RAD = Math.PI / 180;

          /* ---- the nine profiles ------------------------------------------
             rot[octave] = [ [ampXdeg, freqHz], [ampY, freq], [ampZ, freq] ]
             null = the preset has no channel on that axis for that octave.
             `lens` selects the focal length used for the screen projection.

             The optical truth in this table: wide-angle carries 12 deg on X
             where telephoto carries 4 deg, because a long lens magnifies
             angular jitter - amplitude scales inversely with focal length.
             Keep the 3x ratio; it is the whole reason there are lens variants.
          ------------------------------------------------------------------ */
          var CS_PROFILES = {
            "handheld-normal-mild": {
              lens: "normal",
              rot: [
                [[7, 0.15], [5, 0.1], null],
                [[4, 0.8], [2, 0.75], null],
                [[1, 1.2], [0.8, 1.5], null],
              ],
            },
            "handheld-normal-strong": {
              lens: "normal",
              rot: [
                [[10, 0.4], [10, 0.06], null],
                [[5, 1.44], [3, 0.73], null],
                [[3, 2.49], [1, 2.0], null],
              ],
            },
            "handheld-normal-extreme": {
              lens: "normal",
              rot: [
                [[15, 0.2], [7, 0.25], null],
                [[5, 0.9], [3, 1.0], null],
                [[2, 2.0], null, null],
              ],
            },
            "handheld-wideangle-mild": {
              lens: "wide",
              rot: [
                [[12, 0.15], [5, 0.1], null],
                [[5, 0.6], [4, 0.45], null],
                [[1, 1.5], [1, 1.2], null],
              ],
            },
            "handheld-wideangle-strong": {
              lens: "wide",
              rot: [
                [[17.46, 0.5], [5, 0.25], null],
                [
                  [12.47, 0.94],
                  [4, 0.5],
                  [1, 0.4],
                ],
                [[4, 1.2], [2, 1.3], null],
              ],
            },
            "handheld-tele-mild": {
              lens: "tele",
              rot: [
                [[4, 0.2], [2, 0.15], null],
                [[2, 0.4], [2, 0.5], null],
                [[1, 0.7], [1, 0.6], null],
              ],
            },
            "handheld-tele-strong": {
              lens: "tele",
              rot: [
                [
                  [6.19, 0.39],
                  [4, 0.15],
                  [1, 0.1],
                ],
                [[1.84, 1.75], [0.5, 0.9], null],
                [[2.3, 2.0], [0.5, 1.4], null],
              ],
            },
            /* 6D Shake also carries POSITION channels (Unity world units, not
               degrees). Every position channel is a "constant" (cosine) channel
               except octave-2 Y, which is noise - that asymmetry is in the
               measured data and is kept. */
            "rig-6d-shake": {
              lens: "normal",
              rot: [
                [
                  [0.09, 5.83],
                  [0.059, 1.8],
                  [0.017, 2.38],
                ],
                [
                  [0.14, 9.17],
                  [0.041, 11.35],
                  [0.009, 10.52],
                ],
                [
                  [0.15, 57.17],
                  [0.048, 54.17],
                  [0.016, 63.76],
                ],
              ],
              pos: [
                [
                  [0.011, 3.2, 1],
                  [0.059, 1.9, 1],
                  [0.021, 3.33, 1],
                ],
                [
                  [0.009, 7.7, 1],
                  [0.04, 9.1, 0],
                  [0.009, 9.22, 1],
                ],
                [
                  [0.002, 51.51, 1],
                  [0.05, 55.54, 1],
                  [0.017, 58.55, 1],
                ],
              ],
            },
            "rig-6d-wobble": {
              lens: "normal",
              rot: [
                [
                  [0.987, 5.2],
                  [1.34, 5.39],
                  [2, 2.23],
                ],
                [
                  [0.73, 9.17],
                  [0.86, 11.35],
                  [0.51, 8.31],
                ],
                [
                  [0.78, 13.52],
                  [0.55, 27.66],
                  [0.28, 18.91],
                ],
              ],
            },
          };

          /* Lens -> pinhole projection distance, in pixels.

             Two constraints, and they have to be satisfied together:
             1) SCALE. These amplitudes were authored against a camera with a
                60 degree VERTICAL field of view, so the "normal" lens must
                reproduce that framing or every profile comes out roughly twice
                as violent as intended: D_normal = (H/2) / tan(30deg).
             2) RATIO. 28 / 50 / 85mm are the standard wide / normal / tele
                primes; D scales with focal length, so wide:tele is 1:3.04 -
                the exact reciprocal of the 12deg:4deg amplitude ratio in the
                profile table. That reciprocal is why all seven handheld presets
                land within ~15% of the same on-screen displacement while still
                looking like completely different lenses. */
          var CS_LENS_MM = { wide: 28, normal: 50, tele: 85 };
          var CS_REF_VFOV_DEG = 60;

          /* Unity position channels are world units with no pixel equivalent.
             240 px/unit is AUTHORED (it puts 6D Shake's buzz at a few pixels,
             which is what an engine-vibration preset should look like). It is
             the one number here that is not measured. */
          var CS_UNIT_PX = 240;

          /* Tilting the content plate is a stand-in for rotating the camera, and
             it degenerates. The plate is a finite rectangle sitting AT the
             projection distance, so tipping it drives its far corner backwards
             by (half-diagonal * sin tilt); once that approaches D the corner
             crosses the eye plane, the projection blows up, and NO amount of
             overscan covers the frame - increasing the scale only pushes the
             corner further behind the eye. It bites first on wide lenses, where
             D is small and the plate is optically enormous.

             So the tilt ceiling is derived, not picked: allow the corner to sink
             at most a quarter of the way to the eye. 28mm gets ~6.8 deg, 50mm
             ~12.3 deg, 85mm ~21.2 deg - wide lenses keystone least, which is
             also what they look like. The FRAMING swing, which is what the
             measured degrees actually encode, is never clamped: the shot still
             moves by the full authored amount and only the world's keystone
             stops growing. */
          var CS_TILT_DEPTH_BUDGET = 0.25;

          /* ---- deterministic 1-D value noise (original implementation) ------
             Integer hash -> [0,1), smootherstep interpolation between lattice
             points. Pure function of (x, seed): no state, no Math.random. */
          function csHash(i, seed) {
            var h = Math.imul(i | 0, 374761393) + Math.imul(seed | 0, 668265263);
            h = (h ^ (h >>> 13)) >>> 0;
            h = Math.imul(h, 1274126177) >>> 0;
            return ((h ^ (h >>> 16)) >>> 0) / 4294967296;
          }
          function csNoise(x, seed) {
            var i = Math.floor(x);
            var f = x - i;
            var u = f * f * f * (f * (f * 6 - 15) + 10);
            return csHash(i, seed) * (1 - u) + csHash(i + 1, seed) * u;
          }

          /* One channel of one octave. `constant` picks the cosine form.
             Each channel gets its own seed AND its own time offset: sharing
             offsets correlates the axes and the shake collapses into a diagonal
             line, which is the classic tell of fake handheld. */
          function csChannel(amp, freq, t, seed, constant) {
            var u = freq * t + seed * 7.13;
            if (constant) return Math.cos(u * 2 * Math.PI) * amp * 0.5;
            return (csNoise(u, seed) - 0.5) * amp;
          }

          function csSample(profile, t, intensity, freqScale) {
            var rot = [0, 0, 0];
            var pos = [0, 0, 0];
            var o, a, ch;
            for (o = 0; o < profile.rot.length; o++) {
              for (a = 0; a < 3; a++) {
                ch = profile.rot[o][a];
                if (!ch) continue;
                rot[a] += csChannel(ch[0] * intensity, ch[1] * freqScale, t, o * 3 + a, 0);
              }
            }
            if (profile.pos) {
              for (o = 0; o < profile.pos.length; o++) {
                for (a = 0; a < 3; a++) {
                  ch = profile.pos[o][a];
                  if (!ch) continue;
                  pos[a] += csChannel(ch[0] * intensity, ch[1] * freqScale, t, 32 + o * 3 + a, ch[2]);
                }
              }
            }
            return { pitch: rot[0], yaw: rot[1], roll: rot[2], px: pos[0], py: pos[1], pz: pos[2] };
          }

          /* ---- the public helper ------------------------------------------
             cameraShake(tl, target, opts)
               profile   one of the nine ids
               intensity amplitude multiplier (default 1)
               frequency frequency multiplier (default 1)
               rotation  false = translation only (gimbal-stabilised look)
               duration  seconds of shake (default 6)
               at        timeline position (default 0)
               fps       sampling rate for the overscan solve (default 30)
               overscan  force a scale instead of solving for one
             Returns { distance, overscan, peakX, peakY, peakRoll }.
          ------------------------------------------------------------------ */
          window.cameraShake = function (tl, target, opts) {
            opts = opts || {};
            var el = typeof target === "string" ? document.querySelector(target) : target;
            if (!el) return null;

            var profile = CS_PROFILES[opts.profile] || CS_PROFILES["handheld-normal-mild"];
            var intensity = opts.intensity === undefined ? 1 : Number(opts.intensity);
            var freqScale = opts.frequency === undefined ? 1 : Number(opts.frequency);
            var withRotation = opts.rotation !== false;
            var dur = opts.duration === undefined ? 6 : Number(opts.duration);
            var at = opts.at === undefined ? 0 : Number(opts.at);
            var fps = opts.fps === undefined ? 30 : Number(opts.fps);

            var box = el.getBoundingClientRect();
            var W = box.width || el.offsetWidth || 1920;
            var H = box.height || el.offsetHeight || 1080;
            var D = (H / 2 / Math.tan((CS_REF_VFOV_DEG / 2) * RAD)) * (CS_LENS_MM[profile.lens] / 50);

            // The frame (overflow-hidden parent) carries the lens perspective so
            // that depth layers inside the rig parallax instead of sliding flat.
            var frame = el.parentElement;
            if (frame) frame.style.perspective = D + "px";

            // Depth layers: compensate scale so a layer at z still fills frame.
            var layers = el.querySelectorAll("[data-cs-z]");
            for (var i = 0; i < layers.length; i++) {
              var z = Number(layers[i].getAttribute("data-cs-z")) || 0;
              layers[i].style.transform = "translateZ(" + z + "px) scale(" + (D - z) / D + ")";
            }

            var maxTiltDeg =
              Math.asin(Math.min(0.9, (CS_TILT_DEPTH_BUDGET * D) / Math.sqrt((W * W + H * H) / 4))) /
              RAD;
            function clampTilt(deg) {
              return Math.max(-maxTiltDeg, Math.min(maxTiltDeg, deg));
            }

            function state(t) {
              var s = csSample(profile, t, intensity, freqScale);
              // Pinhole projection: a camera rotation of theta about its nodal
              // point shifts the projected image by D*tan(theta). That shift and
              // the plate rotation together ARE the rotation-about-the-nodal-
              // point decomposition - it is not double counting.
              var x = -D * Math.tan(s.yaw * RAD) + s.px * CS_UNIT_PX;
              var y = D * Math.tan(s.pitch * RAD) + s.py * CS_UNIT_PX;
              return {
                x: x,
                y: y,
                roll: withRotation ? clampTilt(s.roll) : 0,
                pitch: withRotation ? clampTilt(s.pitch) : 0,
                yaw: withRotation ? clampTilt(s.yaw) : 0,
                dolly: 1 + (s.pz * CS_UNIT_PX) / D,
              };
            }

            // Overscan. The shake is a closed form, so the scale that keeps the
            // plate covering the frame is computed per frame and the worst kept.
            // Per frame, not worst-of-each-axis: peak pitch and peak yaw do not
            // land on the same frame, and combining their maxima would zoom in
            // for a frame that never exists. Three terms:
            //   translation - the plate must reach 2*|offset| further
            //   roll        - a rolled W x H rect covers W x H at
            //                 (W cos r + H sin r) / W (and the H twin)
            //   keystone    - under perspective the edge that tips AWAY shrinks
            //                 toward the projection centre. The lever arm is NOT
            //                 the plate half-size: CSS projects about the FRAME's
            //                 perspective-origin, so a plate that is translated
            //                 AND tipped swings its far corner about a point
            //                 |offset| further out. Using (H/2 + |y|) instead of
            //                 H/2 is what makes this hold on the wide-angle
            //                 profiles; the earlier H/2 form tore a corner off
            //                 the frame at 28mm. Verified by DOM hit-test probe
            //                 across all nine profiles at intensity 1, 2 and 3.
            var maxX = 0,
              maxY = 0,
              maxRoll = 0,
              overscan = 1;
            for (var f = 0; f <= Math.ceil(dur * fps); f++) {
              var st = state(f / fps);
              maxX = Math.max(maxX, Math.abs(st.x));
              maxY = Math.max(maxY, Math.abs(st.y));
              maxRoll = Math.max(maxRoll, Math.abs(st.roll));
              var rr = Math.abs(st.roll) * RAD;
              var need =
                (Math.max(
                  (W * Math.cos(rr) + H * Math.sin(rr)) / W,
                  (H * Math.cos(rr) + W * Math.sin(rr)) / H,
                ) *
                  Math.max(1 + (2 * Math.abs(st.x)) / W, 1 + (2 * Math.abs(st.y)) / H) *
                  (1 +
                    ((H / 2 + Math.abs(st.y)) / D) * Math.sin(Math.abs(st.pitch) * RAD) +
                    ((W / 2 + Math.abs(st.x)) / D) * Math.sin(Math.abs(st.yaw) * RAD))) /
                Math.max(0.5, st.dolly);
              overscan = Math.max(overscan, need);
            }
            overscan = opts.overscan === undefined ? overscan * 1.02 : Number(opts.overscan);

            function apply(t) {
              var s = state(t);
              gsap.set(el, {
                x: s.x,
                y: s.y,
                rotation: s.roll,
                rotationX: s.pitch,
                rotationY: -s.yaw,
                scale: overscan * s.dolly,
              });
            }

            // Seek-safe driver: GSAP writes `t` on every render, including
            // seek(), so the setter runs on every frame. An onUpdate callback
            // would NOT - GSAP suppresses events on seek and the shake would
            // freeze on frame 0.
            var driver = {};
            var value = 0;
            Object.defineProperty(driver, "t", {
              get: function () {
                return value;
              },
              set: function (next) {
                value = next;
                apply(next);
              },
            });
            apply(0);
            tl.to(driver, { t: dur, duration: dur, ease: "none" }, at);

            return {
              distance: D,
              overscan: overscan,
              peakX: maxX,
              peakY: maxY,
              peakRoll: maxRoll,
            };
          };

          /* ---- self-preview (not part of the snippet) ----------------------- */
          var vars =
            window.__hyperframes && window.__hyperframes.getVariables
              ? window.__hyperframes.getVariables()
              : {};
          var PROFILE = vars.shakeProfile || "handheld-normal-mild";
          var INTENSITY = vars.shakeIntensity === undefined ? 1 : Number(vars.shakeIntensity);
          var FREQUENCY = vars.shakeFrequency === undefined ? 1 : Number(vars.shakeFrequency);
          var ROTATION = !(vars.shakeRotation === false || vars.shakeRotation === "false");

          var tl = gsap.timeline({ paused: true });
          var info = window.cameraShake(tl, "#cs-rig", {
            profile: PROFILE,
            intensity: INTENSITY,
            frequency: FREQUENCY,
            rotation: ROTATION,
            duration: 6,
            fps: 30,
          });
          var readout = document.getElementById("cs-readout");
          if (readout && info) {
            readout.textContent =
              PROFILE +
              "  |  " +
              CS_LENS_MM[(CS_PROFILES[PROFILE] || CS_PROFILES["handheld-normal-mild"]).lens] +
              "mm  |  x" +
              INTENSITY +
              " amp  x" +
              FREQUENCY +
              " freq  |  rot " +
              (ROTATION ? "on" : "off") +
              "  |  overscan " +
              info.overscan.toFixed(3);
          }
          window.__timelines["camera-shake"] = tl;
        })();
      </script>
    </body>
  </html>
  ```
</VariablesExplorer>

## Install

<InstallCommand command="npx hyperframes add camera-shake" item="camera-shake" />

That writes one file: `compositions/components/camera-shake.html`.

## Paste it into your composition

Open `compositions/components/camera-shake.html` and copy what is inside into your own composition.

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

## 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 |
| ---------------- | ---------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | ------------ |
| `shakeProfile`   | `handheld-normal-mild` | `handheld-normal-mild`, `handheld-normal-strong`, `handheld-normal-extreme`, `handheld-wideangle-mild`, `handheld-wideangle-strong`, `handheld-tele-mild`, `handheld-tele-strong`, `rig-6d-shake`, `rig-6d-wobble` |              |
| `shakeIntensity` | `1`                    | 0 to 3, step 0.05                                                                                                                                                                                                  |              |
| `shakeFrequency` | `1`                    | 0.1 to 4, step 0.05                                                                                                                                                                                                |              |
| `shakeRotation`  | `true`                 | boolean                                                                                                                                                                                                            |              |

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 theme={null}
<div
  data-composition-id="camera-shake"
  data-composition-src="compositions/components/camera-shake.html"
  data-variable-values='{"shakeProfile":"handheld-normal-mild","shakeIntensity":1,"shakeFrequency":1,"shakeRotation":true}'
></div>
```

## Source

<Accordion title={`camera-shake.html`}>
  ```html theme={null}
  <!doctype html>
  <html
    lang="en"
    data-composition-variables='[
      {
        "id": "shakeProfile",
        "type": "enum",
        "label": "Shake profile",
        "default": "handheld-normal-mild",
        "options": [
          { "value": "handheld-normal-mild", "label": "Handheld - normal lens, mild" },
          { "value": "handheld-normal-strong", "label": "Handheld - normal lens, strong" },
          { "value": "handheld-normal-extreme", "label": "Handheld - normal lens, extreme" },
          { "value": "handheld-wideangle-mild", "label": "Handheld - wide angle, mild" },
          { "value": "handheld-wideangle-strong", "label": "Handheld - wide angle, strong" },
          { "value": "handheld-tele-mild", "label": "Handheld - telephoto, mild" },
          { "value": "handheld-tele-strong", "label": "Handheld - telephoto, strong" },
          { "value": "rig-6d-shake", "label": "Rig - 6D shake (engine buzz)" },
          { "value": "rig-6d-wobble", "label": "Rig - 6D wobble" }
        ]
      },
      {
        "id": "shakeIntensity",
        "type": "number",
        "label": "Intensity multiplier",
        "default": 1,
        "min": 0,
        "max": 3,
        "step": 0.05
      },
      {
        "id": "shakeFrequency",
        "type": "number",
        "label": "Frequency multiplier",
        "default": 1,
        "min": 0.1,
        "max": 4,
        "step": 0.05
      },
      {
        "id": "shakeRotation",
        "type": "boolean",
        "label": "Include rotation (roll + tilt/pan)",
        "default": true
      }
    ]'
  >
    <head>
      <meta charset="utf-8" />
      <meta name="viewport" content="width=1920, height=1080" />
      <title>Camera Shake</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;
        }
        html,
        body {
          width: 1920px;
          height: 1080px;
          overflow: hidden;
          background: transparent;
        }

        /* ---- camera-shake ----------------------------------------------------
           Procedural handheld / Steadicam / rig shake for ANY wrapper. Two
           elements: an overflow-hidden FRAME that carries the lens perspective,
           and a RIG inside it that gets the shake transform. Whatever you put
           in the rig becomes "the shot".

             <div class="camera-shake-frame">
               <div class="camera-shake-rig">  ...your content...  </div>
             </div>

             cameraShake(tl, "#my-rig", { profile: "handheld-tele-mild", duration: 8 });

           Layers inside the rig may carry data-cs-z="-800" to sit at a depth;
           cameraShake() scales them to compensate so they parallax under the
           camera instead of sliding as a flat card.
        ------------------------------------------------------------------- */
        .camera-shake-frame {
          position: absolute;
          inset: 0;
          overflow: hidden;
          /* perspective is written by cameraShake() from the profile's lens */
        }
        .camera-shake-rig {
          position: absolute;
          inset: 0;
          transform-style: preserve-3d;
          will-change: transform;
        }
        .camera-shake-rig > * {
          transform-style: preserve-3d;
        }

        /* ---- self-preview stand-in "world" (not part of the snippet) ------- */
        .cs-layer {
          position: absolute;
          inset: 0;
        }
        .cs-sky {
          background: linear-gradient(#070b18 0%, #16264a 52%, #4a6ea8 78%, #b9852f 100%);
        }
        .cs-skyline {
          position: absolute;
          left: 0;
          right: 0;
          bottom: 46%;
          height: 220px;
          background: repeating-linear-gradient(
            90deg,
            #0d1428 0 70px,
            transparent 70px 96px,
            #101a33 96px 140px,
            transparent 140px 178px
          );
          opacity: 0.85;
        }
        .cs-tower {
          position: absolute;
          bottom: 44%;
          width: 190px;
          background: linear-gradient(#1d2b4d, #0a1024);
          border-top: 6px solid #2f4a80;
        }
        .cs-tower::after {
          content: "";
          position: absolute;
          inset: 18px 14px;
          background:
            repeating-linear-gradient(0deg, #ffd48a33 0 10px, transparent 10px 34px),
            repeating-linear-gradient(90deg, #ffd48a2b 0 12px, transparent 12px 40px);
        }
        .cs-t1 {
          left: 300px;
          height: 430px;
        }
        .cs-t2 {
          left: 820px;
          width: 260px;
          height: 640px;
        }
        .cs-t3 {
          left: 1340px;
          height: 380px;
        }
        /* Flat ground plane. A rotateX'd floor would poke through the title
           plane under preserve-3d, so depth here comes from translateZ only. */
        .cs-floor {
          position: absolute;
          left: 0;
          right: 0;
          top: 56%;
          bottom: 0;
          background:
            repeating-linear-gradient(90deg, #4d6ea03d 0 3px, transparent 3px 150px),
            repeating-linear-gradient(0deg, #4d6ea03d 0 3px, transparent 3px 70px),
            linear-gradient(#0a1224, #04070f);
        }
        .cs-title {
          position: absolute;
          left: 0;
          right: 0;
          top: 300px;
          text-align: center;
          font-family: "Helvetica Neue", Helvetica, Arial, sans-serif;
          font-weight: 800;
          font-size: 148px;
          line-height: 1.1;
          letter-spacing: -0.03em;
          color: #ffffff;
          text-shadow: 0 12px 44px rgba(0, 0, 0, 0.75);
        }
        .cs-title span {
          display: block;
        }
        .cs-post {
          position: absolute;
          left: 120px;
          bottom: 0;
          width: 46px;
          height: 620px;
          background: linear-gradient(#25324f, #060a14);
          border-radius: 6px;
        }
        .cs-post-b {
          left: auto;
          right: 150px;
          height: 720px;
        }

        /* ---- static frame guide: proves the WORLD moves, not the frame ----- */
        #cs-guide {
          position: absolute;
          inset: 0;
          pointer-events: none;
        }
        /* Thirds as four thin bars, not one full-frame gradient layer: a
           full-inset element over the title reads as an occluder to the
           layout checker even when its paint is mostly transparent. */
        #cs-guide .cs-line {
          position: absolute;
          background: rgba(255, 255, 255, 0.25);
        }
        #cs-guide .cs-v1 {
          left: 639px;
          top: 0;
          width: 3px;
          height: 1080px;
        }
        #cs-guide .cs-v2 {
          left: 1279px;
          top: 0;
          width: 3px;
          height: 1080px;
        }
        #cs-guide .cs-h1 {
          left: 0;
          top: 359px;
          width: 1920px;
          height: 3px;
        }
        #cs-guide .cs-h2 {
          left: 0;
          top: 719px;
          width: 1920px;
          height: 3px;
        }
        #cs-guide .cs-reticle {
          position: absolute;
          left: 910px;
          top: 490px;
          width: 100px;
          height: 100px;
          border: 3px solid #ff4d3d;
          border-radius: 50%;
        }
        #cs-guide .cs-reticle::after {
          content: "";
          position: absolute;
          left: 47px;
          top: -40px;
          width: 3px;
          height: 180px;
          background: #ff4d3d;
        }
        #cs-guide .cs-tick {
          position: absolute;
          width: 70px;
          height: 70px;
          border: 4px solid #ffffffbb;
        }
        #cs-guide .cs-tl {
          left: 70px;
          top: 70px;
          border-right: 0;
          border-bottom: 0;
        }
        #cs-guide .cs-tr {
          right: 70px;
          top: 70px;
          border-left: 0;
          border-bottom: 0;
        }
        #cs-guide .cs-bl {
          left: 70px;
          bottom: 70px;
          border-right: 0;
          border-top: 0;
        }
        #cs-guide .cs-br {
          right: 70px;
          bottom: 70px;
          border-left: 0;
          border-top: 0;
        }
        #cs-readout {
          position: absolute;
          left: 70px;
          bottom: 170px;
          font-family: Menlo, Consolas, monospace;
          font-size: 30px;
          letter-spacing: 0.02em;
          color: #ffffffe6;
          text-shadow: 0 2px 10px rgba(0, 0, 0, 0.9);
        }
      </style>
    </head>
    <body>
      <!--
        WIRING (what you copy into a host composition):
          1. the .camera-shake-frame / .camera-shake-rig CSS above
          2. the cameraShake() helper in the script below (profile table included)
          3. wrap the thing you want shot:
               <div class="camera-shake-frame">
                 <div class="camera-shake-rig" id="shot">  <video .../>  </div>
               </div>
          4. drive it from your paused timeline:
               cameraShake(tl, "#shot", { profile: "handheld-wideangle-strong", duration: 8 });
        Everything with a `cs-` class below is the self-preview world, not the snippet.
      -->
      <div
        id="cs-root"
        data-composition-id="camera-shake"
        data-start="0"
        data-duration="6"
        data-fps="30"
        data-width="1920"
        data-height="1080"
        style="position: relative; width: 1920px; height: 1080px; background: #05070f"
      >
        <div
          class="camera-shake-frame clip"
          id="cs-frame"
          data-start="0"
          data-duration="6"
          data-track-index="0"
        >
          <!-- The rig is deliberately larger than the frame (overscan) and
               deliberately leaves it under shake: that IS the effect, so every
               moving layer is marked as intentional overflow. -->
          <div class="camera-shake-rig" id="cs-rig" data-layout-allow-overflow>
            <div class="cs-layer cs-sky" data-cs-z="-900" data-layout-allow-overflow></div>
            <div class="cs-layer cs-farlayer" data-cs-z="-520" data-layout-allow-overflow>
              <div class="cs-skyline" data-layout-allow-overflow></div>
            </div>
            <div class="cs-layer cs-midlayer" data-cs-z="-240" data-layout-allow-overflow>
              <div class="cs-tower cs-t1" data-layout-allow-overflow></div>
              <div class="cs-tower cs-t2" data-layout-allow-overflow></div>
              <div class="cs-tower cs-t3" data-layout-allow-overflow></div>
            </div>
            <div class="cs-layer cs-floorlayer" data-cs-z="-90" data-layout-allow-overflow>
              <div class="cs-floor" data-layout-allow-overflow></div>
            </div>
            <div class="cs-layer cs-titlelayer" data-cs-z="0" data-layout-allow-overflow>
              <div class="cs-title">
                <span>CAMERA</span>
                <span>SHAKE</span>
              </div>
            </div>
            <div class="cs-layer cs-nearlayer" data-cs-z="110" data-layout-allow-overflow>
              <div class="cs-post" data-layout-allow-overflow></div>
              <div class="cs-post cs-post-b" data-layout-allow-overflow></div>
            </div>
          </div>
        </div>

        <div id="cs-guide" class="clip" data-start="0" data-duration="6" data-track-index="1">
          <div class="cs-line cs-v1"></div>
          <div class="cs-line cs-v2"></div>
          <div class="cs-line cs-h1"></div>
          <div class="cs-line cs-h2"></div>
          <div class="cs-tick cs-tl"></div>
          <div class="cs-tick cs-tr"></div>
          <div class="cs-tick cs-bl"></div>
          <div class="cs-tick cs-br"></div>
          <div class="cs-reticle"></div>
          <div id="cs-readout">profile</div>
        </div>
      </div>

      <script>
        /* =====================================================================
           camera-shake - procedural handheld / Steadicam / rig camera shake.

           PROVENANCE + LICENCE. The nine profiles below are measured PARAMETER
           VALUES (amplitudes in degrees, frequencies in Hz, three octaves per
           axis) read off Unity Cinemachine's shipped noise presets. Cinemachine
           is under the Unity Companion License, which is NOT permissive: no
           Unity file is vendored, copied or imported here, and none of the code
           below derives from Unity source. What is reused is the numeric data -
           facts about how much a camera moves - plus a three-line sampler shape
           that is standard mathematics (sum of octaves of noise / cosine). The
           noise function, the screen-space projection, the lens model, the
           overscan solver and the seek-safe driver are all original.

           DETERMINISM. Every value is a closed-form function of `t`:
               channel(t) = (valueNoise(freq*t + offset) - 0.5) * amplitude
               channel(t) = cos((freq*t + offset) * 2PI) * amplitude * 0.5
           No accumulator, no dt, no clock, no unseeded random. Seeking straight
           to frame N produces exactly the same state as stepping to frame N.
           The per-frame work is driven from a PROPERTY SETTER on a tweened
           driver object - NOT from tl.eventCallback("onUpdate"), which GSAP
           suppresses on seek() and which would freeze the shake on frame 0.
           ===================================================================== */
        (function () {
          window.__timelines = window.__timelines || {};

          var RAD = Math.PI / 180;

          /* ---- the nine profiles ------------------------------------------
             rot[octave] = [ [ampXdeg, freqHz], [ampY, freq], [ampZ, freq] ]
             null = the preset has no channel on that axis for that octave.
             `lens` selects the focal length used for the screen projection.

             The optical truth in this table: wide-angle carries 12 deg on X
             where telephoto carries 4 deg, because a long lens magnifies
             angular jitter - amplitude scales inversely with focal length.
             Keep the 3x ratio; it is the whole reason there are lens variants.
          ------------------------------------------------------------------ */
          var CS_PROFILES = {
            "handheld-normal-mild": {
              lens: "normal",
              rot: [
                [[7, 0.15], [5, 0.1], null],
                [[4, 0.8], [2, 0.75], null],
                [[1, 1.2], [0.8, 1.5], null],
              ],
            },
            "handheld-normal-strong": {
              lens: "normal",
              rot: [
                [[10, 0.4], [10, 0.06], null],
                [[5, 1.44], [3, 0.73], null],
                [[3, 2.49], [1, 2.0], null],
              ],
            },
            "handheld-normal-extreme": {
              lens: "normal",
              rot: [
                [[15, 0.2], [7, 0.25], null],
                [[5, 0.9], [3, 1.0], null],
                [[2, 2.0], null, null],
              ],
            },
            "handheld-wideangle-mild": {
              lens: "wide",
              rot: [
                [[12, 0.15], [5, 0.1], null],
                [[5, 0.6], [4, 0.45], null],
                [[1, 1.5], [1, 1.2], null],
              ],
            },
            "handheld-wideangle-strong": {
              lens: "wide",
              rot: [
                [[17.46, 0.5], [5, 0.25], null],
                [
                  [12.47, 0.94],
                  [4, 0.5],
                  [1, 0.4],
                ],
                [[4, 1.2], [2, 1.3], null],
              ],
            },
            "handheld-tele-mild": {
              lens: "tele",
              rot: [
                [[4, 0.2], [2, 0.15], null],
                [[2, 0.4], [2, 0.5], null],
                [[1, 0.7], [1, 0.6], null],
              ],
            },
            "handheld-tele-strong": {
              lens: "tele",
              rot: [
                [
                  [6.19, 0.39],
                  [4, 0.15],
                  [1, 0.1],
                ],
                [[1.84, 1.75], [0.5, 0.9], null],
                [[2.3, 2.0], [0.5, 1.4], null],
              ],
            },
            /* 6D Shake also carries POSITION channels (Unity world units, not
               degrees). Every position channel is a "constant" (cosine) channel
               except octave-2 Y, which is noise - that asymmetry is in the
               measured data and is kept. */
            "rig-6d-shake": {
              lens: "normal",
              rot: [
                [
                  [0.09, 5.83],
                  [0.059, 1.8],
                  [0.017, 2.38],
                ],
                [
                  [0.14, 9.17],
                  [0.041, 11.35],
                  [0.009, 10.52],
                ],
                [
                  [0.15, 57.17],
                  [0.048, 54.17],
                  [0.016, 63.76],
                ],
              ],
              pos: [
                [
                  [0.011, 3.2, 1],
                  [0.059, 1.9, 1],
                  [0.021, 3.33, 1],
                ],
                [
                  [0.009, 7.7, 1],
                  [0.04, 9.1, 0],
                  [0.009, 9.22, 1],
                ],
                [
                  [0.002, 51.51, 1],
                  [0.05, 55.54, 1],
                  [0.017, 58.55, 1],
                ],
              ],
            },
            "rig-6d-wobble": {
              lens: "normal",
              rot: [
                [
                  [0.987, 5.2],
                  [1.34, 5.39],
                  [2, 2.23],
                ],
                [
                  [0.73, 9.17],
                  [0.86, 11.35],
                  [0.51, 8.31],
                ],
                [
                  [0.78, 13.52],
                  [0.55, 27.66],
                  [0.28, 18.91],
                ],
              ],
            },
          };

          /* Lens -> pinhole projection distance, in pixels.

             Two constraints, and they have to be satisfied together:
             1) SCALE. These amplitudes were authored against a camera with a
                60 degree VERTICAL field of view, so the "normal" lens must
                reproduce that framing or every profile comes out roughly twice
                as violent as intended: D_normal = (H/2) / tan(30deg).
             2) RATIO. 28 / 50 / 85mm are the standard wide / normal / tele
                primes; D scales with focal length, so wide:tele is 1:3.04 -
                the exact reciprocal of the 12deg:4deg amplitude ratio in the
                profile table. That reciprocal is why all seven handheld presets
                land within ~15% of the same on-screen displacement while still
                looking like completely different lenses. */
          var CS_LENS_MM = { wide: 28, normal: 50, tele: 85 };
          var CS_REF_VFOV_DEG = 60;

          /* Unity position channels are world units with no pixel equivalent.
             240 px/unit is AUTHORED (it puts 6D Shake's buzz at a few pixels,
             which is what an engine-vibration preset should look like). It is
             the one number here that is not measured. */
          var CS_UNIT_PX = 240;

          /* Tilting the content plate is a stand-in for rotating the camera, and
             it degenerates. The plate is a finite rectangle sitting AT the
             projection distance, so tipping it drives its far corner backwards
             by (half-diagonal * sin tilt); once that approaches D the corner
             crosses the eye plane, the projection blows up, and NO amount of
             overscan covers the frame - increasing the scale only pushes the
             corner further behind the eye. It bites first on wide lenses, where
             D is small and the plate is optically enormous.

             So the tilt ceiling is derived, not picked: allow the corner to sink
             at most a quarter of the way to the eye. 28mm gets ~6.8 deg, 50mm
             ~12.3 deg, 85mm ~21.2 deg - wide lenses keystone least, which is
             also what they look like. The FRAMING swing, which is what the
             measured degrees actually encode, is never clamped: the shot still
             moves by the full authored amount and only the world's keystone
             stops growing. */
          var CS_TILT_DEPTH_BUDGET = 0.25;

          /* ---- deterministic 1-D value noise (original implementation) ------
             Integer hash -> [0,1), smootherstep interpolation between lattice
             points. Pure function of (x, seed): no state, no Math.random. */
          function csHash(i, seed) {
            var h = Math.imul(i | 0, 374761393) + Math.imul(seed | 0, 668265263);
            h = (h ^ (h >>> 13)) >>> 0;
            h = Math.imul(h, 1274126177) >>> 0;
            return ((h ^ (h >>> 16)) >>> 0) / 4294967296;
          }
          function csNoise(x, seed) {
            var i = Math.floor(x);
            var f = x - i;
            var u = f * f * f * (f * (f * 6 - 15) + 10);
            return csHash(i, seed) * (1 - u) + csHash(i + 1, seed) * u;
          }

          /* One channel of one octave. `constant` picks the cosine form.
             Each channel gets its own seed AND its own time offset: sharing
             offsets correlates the axes and the shake collapses into a diagonal
             line, which is the classic tell of fake handheld. */
          function csChannel(amp, freq, t, seed, constant) {
            var u = freq * t + seed * 7.13;
            if (constant) return Math.cos(u * 2 * Math.PI) * amp * 0.5;
            return (csNoise(u, seed) - 0.5) * amp;
          }

          function csSample(profile, t, intensity, freqScale) {
            var rot = [0, 0, 0];
            var pos = [0, 0, 0];
            var o, a, ch;
            for (o = 0; o < profile.rot.length; o++) {
              for (a = 0; a < 3; a++) {
                ch = profile.rot[o][a];
                if (!ch) continue;
                rot[a] += csChannel(ch[0] * intensity, ch[1] * freqScale, t, o * 3 + a, 0);
              }
            }
            if (profile.pos) {
              for (o = 0; o < profile.pos.length; o++) {
                for (a = 0; a < 3; a++) {
                  ch = profile.pos[o][a];
                  if (!ch) continue;
                  pos[a] += csChannel(ch[0] * intensity, ch[1] * freqScale, t, 32 + o * 3 + a, ch[2]);
                }
              }
            }
            return { pitch: rot[0], yaw: rot[1], roll: rot[2], px: pos[0], py: pos[1], pz: pos[2] };
          }

          /* ---- the public helper ------------------------------------------
             cameraShake(tl, target, opts)
               profile   one of the nine ids
               intensity amplitude multiplier (default 1)
               frequency frequency multiplier (default 1)
               rotation  false = translation only (gimbal-stabilised look)
               duration  seconds of shake (default 6)
               at        timeline position (default 0)
               fps       sampling rate for the overscan solve (default 30)
               overscan  force a scale instead of solving for one
             Returns { distance, overscan, peakX, peakY, peakRoll }.
          ------------------------------------------------------------------ */
          window.cameraShake = function (tl, target, opts) {
            opts = opts || {};
            var el = typeof target === "string" ? document.querySelector(target) : target;
            if (!el) return null;

            var profile = CS_PROFILES[opts.profile] || CS_PROFILES["handheld-normal-mild"];
            var intensity = opts.intensity === undefined ? 1 : Number(opts.intensity);
            var freqScale = opts.frequency === undefined ? 1 : Number(opts.frequency);
            var withRotation = opts.rotation !== false;
            var dur = opts.duration === undefined ? 6 : Number(opts.duration);
            var at = opts.at === undefined ? 0 : Number(opts.at);
            var fps = opts.fps === undefined ? 30 : Number(opts.fps);

            var box = el.getBoundingClientRect();
            var W = box.width || el.offsetWidth || 1920;
            var H = box.height || el.offsetHeight || 1080;
            var D = (H / 2 / Math.tan((CS_REF_VFOV_DEG / 2) * RAD)) * (CS_LENS_MM[profile.lens] / 50);

            // The frame (overflow-hidden parent) carries the lens perspective so
            // that depth layers inside the rig parallax instead of sliding flat.
            var frame = el.parentElement;
            if (frame) frame.style.perspective = D + "px";

            // Depth layers: compensate scale so a layer at z still fills frame.
            var layers = el.querySelectorAll("[data-cs-z]");
            for (var i = 0; i < layers.length; i++) {
              var z = Number(layers[i].getAttribute("data-cs-z")) || 0;
              layers[i].style.transform = "translateZ(" + z + "px) scale(" + (D - z) / D + ")";
            }

            var maxTiltDeg =
              Math.asin(Math.min(0.9, (CS_TILT_DEPTH_BUDGET * D) / Math.sqrt((W * W + H * H) / 4))) /
              RAD;
            function clampTilt(deg) {
              return Math.max(-maxTiltDeg, Math.min(maxTiltDeg, deg));
            }

            function state(t) {
              var s = csSample(profile, t, intensity, freqScale);
              // Pinhole projection: a camera rotation of theta about its nodal
              // point shifts the projected image by D*tan(theta). That shift and
              // the plate rotation together ARE the rotation-about-the-nodal-
              // point decomposition - it is not double counting.
              var x = -D * Math.tan(s.yaw * RAD) + s.px * CS_UNIT_PX;
              var y = D * Math.tan(s.pitch * RAD) + s.py * CS_UNIT_PX;
              return {
                x: x,
                y: y,
                roll: withRotation ? clampTilt(s.roll) : 0,
                pitch: withRotation ? clampTilt(s.pitch) : 0,
                yaw: withRotation ? clampTilt(s.yaw) : 0,
                dolly: 1 + (s.pz * CS_UNIT_PX) / D,
              };
            }

            // Overscan. The shake is a closed form, so the scale that keeps the
            // plate covering the frame is computed per frame and the worst kept.
            // Per frame, not worst-of-each-axis: peak pitch and peak yaw do not
            // land on the same frame, and combining their maxima would zoom in
            // for a frame that never exists. Three terms:
            //   translation - the plate must reach 2*|offset| further
            //   roll        - a rolled W x H rect covers W x H at
            //                 (W cos r + H sin r) / W (and the H twin)
            //   keystone    - under perspective the edge that tips AWAY shrinks
            //                 toward the projection centre. The lever arm is NOT
            //                 the plate half-size: CSS projects about the FRAME's
            //                 perspective-origin, so a plate that is translated
            //                 AND tipped swings its far corner about a point
            //                 |offset| further out. Using (H/2 + |y|) instead of
            //                 H/2 is what makes this hold on the wide-angle
            //                 profiles; the earlier H/2 form tore a corner off
            //                 the frame at 28mm. Verified by DOM hit-test probe
            //                 across all nine profiles at intensity 1, 2 and 3.
            var maxX = 0,
              maxY = 0,
              maxRoll = 0,
              overscan = 1;
            for (var f = 0; f <= Math.ceil(dur * fps); f++) {
              var st = state(f / fps);
              maxX = Math.max(maxX, Math.abs(st.x));
              maxY = Math.max(maxY, Math.abs(st.y));
              maxRoll = Math.max(maxRoll, Math.abs(st.roll));
              var rr = Math.abs(st.roll) * RAD;
              var need =
                (Math.max(
                  (W * Math.cos(rr) + H * Math.sin(rr)) / W,
                  (H * Math.cos(rr) + W * Math.sin(rr)) / H,
                ) *
                  Math.max(1 + (2 * Math.abs(st.x)) / W, 1 + (2 * Math.abs(st.y)) / H) *
                  (1 +
                    ((H / 2 + Math.abs(st.y)) / D) * Math.sin(Math.abs(st.pitch) * RAD) +
                    ((W / 2 + Math.abs(st.x)) / D) * Math.sin(Math.abs(st.yaw) * RAD))) /
                Math.max(0.5, st.dolly);
              overscan = Math.max(overscan, need);
            }
            overscan = opts.overscan === undefined ? overscan * 1.02 : Number(opts.overscan);

            function apply(t) {
              var s = state(t);
              gsap.set(el, {
                x: s.x,
                y: s.y,
                rotation: s.roll,
                rotationX: s.pitch,
                rotationY: -s.yaw,
                scale: overscan * s.dolly,
              });
            }

            // Seek-safe driver: GSAP writes `t` on every render, including
            // seek(), so the setter runs on every frame. An onUpdate callback
            // would NOT - GSAP suppresses events on seek and the shake would
            // freeze on frame 0.
            var driver = {};
            var value = 0;
            Object.defineProperty(driver, "t", {
              get: function () {
                return value;
              },
              set: function (next) {
                value = next;
                apply(next);
              },
            });
            apply(0);
            tl.to(driver, { t: dur, duration: dur, ease: "none" }, at);

            return {
              distance: D,
              overscan: overscan,
              peakX: maxX,
              peakY: maxY,
              peakRoll: maxRoll,
            };
          };

          /* ---- self-preview (not part of the snippet) ----------------------- */
          var vars =
            window.__hyperframes && window.__hyperframes.getVariables
              ? window.__hyperframes.getVariables()
              : {};
          var PROFILE = vars.shakeProfile || "handheld-normal-mild";
          var INTENSITY = vars.shakeIntensity === undefined ? 1 : Number(vars.shakeIntensity);
          var FREQUENCY = vars.shakeFrequency === undefined ? 1 : Number(vars.shakeFrequency);
          var ROTATION = !(vars.shakeRotation === false || vars.shakeRotation === "false");

          var tl = gsap.timeline({ paused: true });
          var info = window.cameraShake(tl, "#cs-rig", {
            profile: PROFILE,
            intensity: INTENSITY,
            frequency: FREQUENCY,
            rotation: ROTATION,
            duration: 6,
            fps: 30,
          });
          var readout = document.getElementById("cs-readout");
          if (readout && info) {
            readout.textContent =
              PROFILE +
              "  |  " +
              CS_LENS_MM[(CS_PROFILES[PROFILE] || CS_PROFILES["handheld-normal-mild"]).lens] +
              "mm  |  x" +
              INTENSITY +
              " amp  x" +
              FREQUENCY +
              " freq  |  rot " +
              (ROTATION ? "on" : "off") +
              "  |  overscan " +
              info.overscan.toFixed(3);
          }
          window.__timelines["camera-shake"] = tl;
        })();
      </script>
    </body>
  </html>
  ```
</Accordion>

Tagged `camera` `shake` `handheld` `effect` `cinematic`.

## Related topics

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