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skills/remotion-markup/html-in-canvas.md

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# Using `<HtmlInCanvas>` in Remotion

Renders children into a `<canvas>` so you can post-process them with the Canvas 2D API or WebGL.

Only works in Chrome 149+ with the `chrome://flags/#canvas-draw-element` flag enabled.  
Give the user a notice.

## Nesting

Nest `<HtmlInCanvas>` components only when `HtmlInCanvas.isNestingSupported()` returns `true` (Chrome 157.0.8080.0 or newer with HTML-in-canvas enabled). Older browsers reject nesting.

## Enabling WebGL during renders

If you make use of WebGL during renders, you need to enable it:

From the CLI:

```bash
npx remotion render --gl=angle
```

Set it as the default for Studio and CLI (advised):

```ts
import { Config } from "@remotion/cli/config";

Config.setChromiumOpenGlRenderer("angle");
```

## Basic usage

By default, draws to canvas with no effect applied:

```tsx
import { HtmlInCanvas } from "remotion";

export const MyComp = () => {
  return (
    <HtmlInCanvas width={1280} height={720}>
      <div style={{ fontSize: 80 }}>
        Hello
      </div>
    </HtmlInCanvas>
  );
};
```

## 2D effect with `onPaint`

`onPaint` runs whenever the content updates. Call `ctx.drawElementImage(elementImage, 0, 0)` to draw the captured DOM.

```tsx
import {
  AbsoluteFill,
  HtmlInCanvas,
  type HtmlInCanvasOnPaint,
  useCurrentFrame,
  useVideoConfig,
} from "remotion";
import { useCallback } from "react";

export const Blur = () => {
  const frame = useCurrentFrame();
  const { width, height, fps } = useVideoConfig();

  const onPaint: HtmlInCanvasOnPaint = useCallback(
    ({ canvas, elementImage }) => {
      const ctx = canvas.getContext("2d");
      if (!ctx) throw new Error("Failed to acquire 2D context");

      const blurPx = 4 + 18 * (0.5 + 0.5 * Math.sin((frame / fps) * Math.PI));

      ctx.reset();
      ctx.filter = `blur(${blurPx}px)`;
      ctx.drawElementImage(elementImage, 0, 0);
    },
    [frame, fps],
  );

  return (
    <HtmlInCanvas width={width} height={height} onPaint={onPaint}>
      <AbsoluteFill
        style={{
          justifyContent: "center",
          alignItems: "center",
          fontSize: 120,
        }}
      >
        <h1>
          Hello
        </h1>
      </AbsoluteFill>
    </HtmlInCanvas>
  );
};
```

## WebGL effects

For WebGL, set up the context, program, and texture in `onInit` and return a cleanup function. Allocate the texture with `gl.texImage2D(..., null)` when `elementImage` changes size. Inside `onPaint`, upload with `gl.texElementSubImage2D(gl.TEXTURE_2D, 0, 0, 0, elementImage)` and draw. Older Chromium versions only expose `gl.texElementImage2D()`; use it when the new method is absent.

For a fully working minimal example, see https://github.com/remotion-dev/remotion/blob/main/packages/docs/components/demos/HtmlInCanvasDocsDemoWebGL.tsx.

## Async `onPaint`

`onPaint` may be `async`. Remotion holds the frame open via `delayRender()` until the promise resolves. Useful for multi-pass effects with `createImageBitmap`.

SHA-256: 9b896dab368f8d9aec41114f8d0b96c1fbee981419b7077d6fd61621a0a54be4