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

# Glass Hero

> A solid glass object rises in front of a giant headline and keeps turning, so the type bends and splits into colour through it.

# Glass Hero

A solid glass object rises in front of a giant headline and keeps turning, so the type bends and splits into colour through it.

**Glass Hero**

```html glass-hero.html theme={null}
<!doctype html>
<!--
  Glass Hero: a glass object rises in front of a giant headline and turns, bending the type.
  The headline is drawn inside the scene because transmission only refracts what is rendered.
  Seek-safe: every frame is render(t), driven by one linear GSAP clock.
-->
<html
  lang="en"
  data-composition-variables='[
    { "id": "headline", "type": "string", "role": "content", "label": "Headline behind the glass", "default": "CLARITY", "maxLength": 12 },
    { "id": "subline", "type": "string", "role": "content", "label": "Subline", "default": "See every detail, nothing in the way.", "maxLength": 48 },
    { "id": "shape", "type": "enum", "role": "style", "label": "Glass shape", "default": "lens", "options": [ { "value": "lens", "label": "Lens" }, { "value": "ring", "label": "Ring" } ] },
    { "id": "glass_tint", "type": "color", "role": "style", "label": "Glass tint", "default": "#cfe9ff" },
    { "id": "type_color", "type": "color", "role": "style", "label": "Headline color", "default": "#f4efe4" },
    { "id": "background", "type": "color", "role": "style", "label": "Backdrop", "default": "#0b0b0c" }
  ]'
>
  <head>
    <meta charset="UTF-8" />
    <meta name="viewport" content="width=1920, height=1080" />
    <title>Glass Hero</title>
    <script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js"></script>
    <style>
      @font-face {
        font-family: "GH Caption";
        font-weight: 500;
        src: url(https://cdn.jsdelivr.net/fontsource/fonts/inter@latest/latin-500-normal.woff2)
          format("woff2");
      }
      html,
      body {
        margin: 0;
        width: 1920px;
        height: 1080px;
        overflow: hidden;
        background: #0b0b0c;
      }
      #gh-root {
        position: relative;
        width: 1920px;
        height: 1080px;
        overflow: hidden;
        background: #0b0b0c;
      }
      #gh-canvas {
        position: absolute;
        inset: 0;
        width: 1920px;
        height: 1080px;
        display: block;
      }
      #gh-subline {
        position: absolute;
        left: 0;
        right: 0;
        bottom: 118px;
        text-align: center;
        font:
          500 36px/1.2 "GH Caption",
          system-ui,
          sans-serif;
        letter-spacing: 0.01em;
        color: rgba(244, 239, 228, 0.78);
        opacity: 0;
      }
    </style>
  </head>
  <body>
    <div
      id="gh-root"
      data-composition-id="glass-hero"
      data-start="0"
      data-duration="5"
      data-width="1920"
      data-height="1080"
    >
      <canvas
        id="gh-canvas"
        class="clip"
        data-start="0"
        data-duration="5"
        data-track-index="1"
      ></canvas>
      <div id="gh-subline"></div>
    </div>

    <script>
      (function () {
        var html = document.documentElement;
        var defaults = {};
        try {
          JSON.parse(html.getAttribute("data-composition-variables") || "[]").forEach(function (v) {
            defaults[v.id] = v.default;
          });
        } catch (error) {
          /* malformed declaration: the scene module falls back to its own defaults */
        }
        var scoped =
          (window.__hyperframes &&
            window.__hyperframes.getVariables &&
            window.__hyperframes.getVariables()) ||
          {};
        var vars = Object.assign({}, defaults, window.__hfVariables || {}, scoped);
        var root = document.getElementById("gh-root");
        var duration = Math.max(0.001, parseFloat(root.dataset.duration) || 5);
        var bg = /^#[0-9a-f]{6}$/i.test(String(vars.background)) ? vars.background : "#0b0b0c";
        root.style.background = bg;
        var subline = document.getElementById("gh-subline");
        subline.textContent = vars.subline || "";

        var clock = { t: 0 };
        var scene = { vars: vars, duration: duration, clock: clock, background: bg, render: null };
        window.__glassHero = scene;
        window.__hf = window.__hf || {};
        window.__hf.buildReady = window.__hf.buildReady || {};
        window.__hf.buildReady["glass-hero"] = new Promise(function (resolve) {
          scene.ready = resolve;
        });

        var tl = gsap.timeline({ paused: true });
        tl.to(clock, {
          t: duration,
          duration: duration,
          ease: "none",
          onUpdate: function () {
            if (scene.render) scene.render(clock.t);
          },
        });
        tl.fromTo(
          subline,
          { opacity: 0, y: 18 },
          { opacity: 1, y: 0, duration: 0.7, ease: "power2.out" },
          Math.min(1.5, duration * 0.3),
        );
        window.__timelines = window.__timelines || {};
        window.__timelines["glass-hero"] = tl;
      })();
    </script>

    <script type="module">
      import * as THREE from "https://cdn.jsdelivr.net/npm/three@0.184.0/+esm";

      const host = window.__glassHero;
      const V = host.vars;
      const hex = (v, fallback) => (/^#[0-9a-f]{6}$/i.test(String(v)) ? String(v) : fallback);

      const renderer = new THREE.WebGLRenderer({
        canvas: document.getElementById("gh-canvas"),
        antialias: true,
        preserveDrawingBuffer: true,
      });
      renderer.setPixelRatio(1);
      renderer.setSize(1920, 1080, false);
      renderer.outputColorSpace = THREE.SRGBColorSpace;
      // No tone mapping: the glass passes the ground and type through at their true values.

      const scene = new THREE.Scene();
      scene.background = new THREE.Color(host.background);
      const pmrem = new THREE.PMREMGenerator(renderer);
      // Studio light for the reflections: a soft key box overhead and two tall strips at the sides.
      const studio = new THREE.Scene();
      studio.background = new THREE.Color(0.08, 0.08, 0.08);
      const softbox = (w, h, x, y, z, level) => {
        const m = new THREE.Mesh(
          new THREE.PlaneGeometry(w, h),
          new THREE.MeshBasicMaterial({
            color: new THREE.Color(level, level, level),
            side: THREE.DoubleSide,
          }),
        );
        m.position.set(x, y, z);
        m.lookAt(0, 0, 0);
        studio.add(m);
      };
      softbox(8, 3, -1, 6, 2, 2.5);
      softbox(1.2, 9, -7, 0, -1, 4);
      softbox(1.2, 9, 7, 0, -1, 4);
      scene.environment = pmrem.fromScene(studio, 0.02).texture;

      const camera = new THREE.PerspectiveCamera(30, 1920 / 1080, 0.1, 100);
      camera.position.set(0, 0, 10);

      async function headlineTexture() {
        try {
          const face = new FontFace(
            "GH Inter",
            "url(https://cdn.jsdelivr.net/fontsource/fonts/inter@latest/latin-900-normal.woff2)",
            { weight: "900" },
          );
          document.fonts.add(await face.load());
        } catch (error) {
          console.error("[glass-hero] headline font failed to load, using system sans", error);
        }
        const c = document.createElement("canvas");
        c.width = 3840;
        c.height = 2160;
        const g = c.getContext("2d");
        g.fillStyle = host.background;
        g.fillRect(0, 0, c.width, c.height);
        const text = String(V.headline || "CLARITY").toUpperCase();
        let size = 1000;
        g.font = `900 ${size}px "GH Inter", system-ui, sans-serif`;
        while (g.measureText(text).width > 3100 && size > 200) {
          size -= 20;
          g.font = `900 ${size}px "GH Inter", system-ui, sans-serif`;
        }
        g.textAlign = "center";
        g.textBaseline = "middle";
        g.fillStyle = hex(V.type_color, "#f4efe4");
        g.fillText(text, c.width / 2, c.height * 0.47);
        const tex = new THREE.CanvasTexture(c);
        tex.colorSpace = THREE.SRGBColorSpace;
        tex.anisotropy = renderer.capabilities.getMaxAnisotropy();
        return tex;
      }

      // The backdrop plane fills the frustum at z = -2, so it reads as the page itself.
      const planeHeight = 2 * Math.tan(THREE.MathUtils.degToRad(camera.fov / 2)) * 12;
      const backdrop = new THREE.Mesh(
        new THREE.PlaneGeometry(planeHeight * (1920 / 1080), planeHeight),
        new THREE.MeshBasicMaterial({ map: await headlineTexture() }),
      );
      backdrop.position.z = -2;
      scene.add(backdrop);

      const geometries = {
        ring: () => new THREE.TorusGeometry(1.25, 0.46, 96, 200),
        lens: () => {
          const g = new THREE.SphereGeometry(1.6, 128, 64);
          g.scale(1, 1, 0.42);
          return g;
        },
      };
      const glass = new THREE.Mesh(
        (geometries[V.shape] || geometries.lens)(),
        new THREE.MeshPhysicalMaterial({
          color: 0xffffff,
          transmission: 1,
          thickness: 0.6,
          ior: 1.3,
          roughness: 0.03,
          metalness: 0,
          dispersion: 0.6,
          attenuationColor: new THREE.Color(hex(V.glass_tint, "#cfe9ff")),
          attenuationDistance: 2.2,
          specularIntensity: 1,
          clearcoat: 1,
          clearcoatRoughness: 0.04,
        }),
      );
      scene.add(glass);

      const key = new THREE.DirectionalLight(0xffffff, 2.4);
      key.position.set(-4, 5, 6);
      scene.add(key);

      const easeOut = (x) => 1 - Math.pow(1 - Math.min(1, Math.max(0, x)), 3);
      const lens = V.shape !== "ring";

      host.render = (t) => {
        // Rise and settle over the first 1.6 s, then keep turning; the turn never stops,
        // so a held frame still shows the type moving through the glass.
        const rise = easeOut(t / 1.8);
        glass.position.set(
          Math.sin(t * 0.55) * 0.35,
          -3.2 * (1 - rise) + Math.sin(t * 0.9) * 0.06,
          1.2,
        );
        glass.scale.setScalar(0.62 + 0.14 * rise);
        glass.rotation.set(
          lens ? Math.sin(t * 0.7) * 0.35 : 0.5 + t * 0.22,
          lens ? Math.sin(t * 0.5) * 0.5 + 0.2 : t * 0.34,
          lens ? 0 : 0.2 + t * 0.08,
        );
        renderer.render(scene, camera);
      };
      host.render(host.clock.t);
      host.ready();
    </script>
  </body>
</html>
```

Copy npx hyperframes add glass-hero to the clipboard

That writes one file: `compositions/glass-hero.html`.

## Add it to your video

It runs for 5 seconds at 1920×1080. Paste this into your composition:

```html index.html theme={null}
<div
  data-composition-id="glass-hero"
  data-composition-src="compositions/glass-hero.html"
  data-start="0"
  data-duration="5"
  data-track-index="1"
  data-width="1920"
  data-height="1080"
></div>
```

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

Tagged `3d-object` `three-js` `webgl` `glass` `refraction` `hero` `title-card`.

## Related topics

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


## Related topics

- [Liquid Glass](/catalog/blocks/vfx-liquid-glass.md)
- [Glass Shard Title](/catalog/blocks/glass-shard-title.md)
- [Colour, effects, 3D and generated art](/prompting/color-grading.md)


This documentation is built and hosted on [Mintlify](https://mintlify.com), a developer documentation platform.