[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"github-stars":3,"guide-nav":5,"doc-\u002Fdocs\u002Fprimitives\u002Fdefine\u002Fdefineshader":129},{"stars":4},5507,[6,11,15,19,23,27,31,35,39,43,47,51,55,59,63,67,72,76,80,84,88,93,97,101,105,109,113,117,121,125],{"path":7,"title":8,"description":9,"category":10},"\u002Fdocs\u002Fguide","Getting started","Shaders is a library of GPU effect components for Vue, React, Svelte, Solid, JavaScript and Framer, with a design editor for building with them.","code",{"path":12,"title":13,"description":14,"category":10},"\u002Fdocs\u002Fguide\u002Fquickstart","Quickstart","Install Shaders, render your first effect, and drive a prop from state.",{"path":16,"title":17,"description":18,"category":10},"\u002Fdocs\u002Fguide\u002Fcomposing-effects","Composing effects","Stack components as layers and nest them to control which layers an effect touches.",{"path":20,"title":21,"description":22,"category":10},"\u002Fdocs\u002Fguide\u002Fblending-masking","Blending and masking","Control how a layer mixes with the layers below it, and reveal one layer through another.",{"path":24,"title":25,"description":26,"category":10},"\u002Fdocs\u002Fguide\u002Fprops-reactivity","Props and reactivity","Bind props to your framework's state so effects update when it changes, and animate props with an animation library.",{"path":28,"title":29,"description":30,"category":10},"\u002Fdocs\u002Fguide\u002Fdynamic-props","Dynamic props","Drive any numeric or position prop from time, the cursor, or another layer, without writing animation code.",{"path":32,"title":33,"description":34,"category":10},"\u002Fdocs\u002Fguide\u002Flayout-positioning","Layout and positioning","Size and place a shader in your page with CSS, as a background, a fill, or an inline block.",{"path":36,"title":37,"description":38,"category":10},"\u002Fdocs\u002Fguide\u002Fsizing-and-units","Sizing and units","Size and place layers in CSS units (px, %, vw, rem, and canvas units) that stay correct as the canvas and window resize.",{"path":40,"title":41,"description":42,"category":10},"\u002Fdocs\u002Fguide\u002Ftransforms","Transforms","Position, size, and rotate any layer inside the canvas with a bounding box, in any CSS unit.",{"path":44,"title":45,"description":46,"category":10},"\u002Fdocs\u002Fguide\u002Fshape-effects","Shape effects","Pick the 2D, 3D or custom SVG shape that Glass, Neon, Emboss and other shape effects draw inside.",{"path":48,"title":49,"description":50,"category":10},"\u002Fdocs\u002Fguide\u002Fcolor-space","Color space","Match colors to your design tool with the output color space, and keep bright layers from clipping with tone mapping.",{"path":52,"title":53,"description":54,"category":10},"\u002Fdocs\u002Fguide\u002Fhooks-events","Hooks and events","Run code when an effect is ready to show, and show a fallback when the GPU can't run it.",{"path":56,"title":57,"description":58,"category":10},"\u002Fdocs\u002Fguide\u002Fperformance","Performance","Learn what makes an effect expensive on the GPU and how to keep it inside the frame budget.",{"path":60,"title":61,"description":62,"category":10},"\u002Fdocs\u002Fguide\u002Fcustom-shaders","Custom components","Write your own component in TypeScript, use it like any component in the library, and write WGSL by hand when you need to.",{"path":64,"title":65,"description":66,"category":10},"\u002Fdocs\u002Fguide\u002Ftelemetry","Telemetry","The `\u003CShader>` component occasionally sends an anonymous performance report to help us improve the engine over time.",{"path":68,"title":69,"description":70,"category":71},"\u002Fdocs\u002Fguide\u002Fmcp","Shaders MCP","Connect your AI coding agent to Shaders so it can find, install and edit effects in your codebase.","workflows",{"path":73,"title":74,"description":75,"category":71},"\u002Fdocs\u002Fguide\u002Fcli","Shaders CLI","Install your own shaders and Pro shaders into your codebase as component files, and keep them in sync with the design editor.",{"path":77,"title":78,"description":79,"category":71},"\u002Fdocs\u002Fguide\u002Fagent-skill","Agent skill","Give your coding agent a skill that teaches it to build with Shaders components, the CLI and Pro shaders.",{"path":81,"title":82,"description":83,"category":10},"\u002Fdocs\u002Fguide\u002Fvideo-rendering","Rendering to video","Turn a shader effect into a video file, from the design editor or from a frame-by-frame pipeline such as Remotion, Hyperframes or Puppeteer.",{"path":85,"title":86,"description":87,"category":10},"\u002Fdocs\u002Fguide\u002Fssr","Server rendering","Render Shaders in Next.js, Nuxt, SvelteKit, SolidStart and other SSR apps by keeping each shader on the client.",{"path":89,"title":90,"description":91,"category":92},"\u002Fdocs\u002Fguide\u002Fquick-tour-of-the-design-editor","Quick tour of the design editor","A short walkthrough of the full Shaders workflow, from designing on the infinite canvas to exporting code.","editor",{"path":94,"title":95,"description":96,"category":92},"\u002Fdocs\u002Fguide\u002Fintro-to-the-interface","Intro to the interface","A tour of the design editor interface: the canvas, layers, the Properties panel, and the ways to share and export.",{"path":98,"title":99,"description":100,"category":92},"\u002Fdocs\u002Fguide\u002Fcomposing-your-first-shader-effect","Composing your first shader effect","Building a first shader effect in the design editor by stacking and nesting components as layers.",{"path":102,"title":103,"description":104,"category":92},"\u002Fdocs\u002Fguide\u002Fmasking-and-blending","Masking and blending","How blend modes and masks combine components in the design editor.",{"path":106,"title":107,"description":108,"category":92},"\u002Fdocs\u002Fguide\u002Fdynamic-prop-mapping","Dynamic prop mapping","Turning static props into dynamic ones in the design editor: mapping one layer's output into another's prop, following the cursor, or animating automatically.",{"path":110,"title":111,"description":112,"category":92},"\u002Fdocs\u002Fguide\u002Fcustom-media-and-transformations","Custom media and transformations","Uploading images, videos, and SVG files to the media gallery, adding them to a composition, and placing them with transformations.",{"path":114,"title":115,"description":116,"category":92},"\u002Fdocs\u002Fguide\u002Finstalling-a-shader-via-mcp","Installing a shader via MCP","Installing a shader from the design editor into a hero section with the Shaders MCP.",{"path":118,"title":119,"description":120,"category":92},"\u002Fdocs\u002Fguide\u002Fexploring-shape-effects","Exploring shape effects","Applying shape effects such as liquid glass, 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",[10,212,213],{},"shaders\u002Fstd",".",[140,216,217,218,221,222,225,226,229,230,233,234,237,238,241,242,245,246,249,250,253,254,257],{},"The field carrying the per-pixel work decides what kind of component you get. ",[10,219,220],{},"paint:"," makes a generator: it paints from coordinates and needs nothing inside it. ",[10,223,224],{},"effect:"," makes a filter over the layer inside it (the child). A ",[10,227,228],{},"wgsl"," body that only reads ",[10,231,232],{},"child"," edits one pixel at a time; one that samples ",[10,235,236],{},"childTexture"," reads neighbours through its own render pass. ",[10,239,240],{},"map:"," makes a distortion from one coordinate function, ",[10,243,244],{},"shape:"," a 2D shape with fill and stroke, ",[10,247,248],{},"gpu:"," a raw builder. Give exactly one. ",[10,251,252],{},"role"," and ",[10,255,256],{},"species"," are optional and may only restate what the field already says.",[140,259,260,263,264,267,268,271,272,275,276,279,280,283,284,287,288,291,292,275,295,275,298,275,301,275,304,275,307,275,310,275,313,275,315,275,318,275,321,275,324,275,327,275,330,275,333,336,337,275,340,343,344,275,347,275,350,353,354,357,358,361,362,364,365,368],{},[10,261,262],{},"props"," are the component's attributes. Each has a ",[10,265,266],{},"default",", an optional ",[10,269,270],{},"transform"," (",[10,273,274],{},"transformColor",", ",[10,277,278],{},"transformPosition",", …), optional ",[10,281,282],{},"ui"," metadata for editors, and ",[10,285,286],{},"compileTime: true"," when a change should rebuild the shader (or ",[10,289,290],{},"recompile: crosses(0)"," to rebuild only at a threshold). A prop name must be a plain identifier and must not be one of the layer props every component already has — ",[10,293,294],{},"blendMode",[10,296,297],{},"opacity",[10,299,300],{},"visible",[10,302,303],{},"id",[10,305,306],{},"maskSource",[10,308,309],{},"maskType",[10,311,312],{},"renderOrder",[10,314,270],{},[10,316,317],{},"boundingBox",[10,319,320],{},"flow",[10,322,323],{},"absolute",[10,325,326],{},"children",[10,328,329],{},"ref",[10,331,332],{},"key",[10,334,335],{},"src"," — nor a name the renderer manages itself (",[10,338,339],{},"_animTime",[10,341,342],{},"_opacity",", or anything starting ",[10,345,346],{},"_pad",[10,348,349],{},"_bbox_",[10,351,352],{},"_map_","). Those throw when the definition is built. ",[10,355,356],{},"animatedTime: {speed: 'speed'}"," gives the layer its own clock, scaled by that prop (0 pauses it); ",[10,359,360],{},"time"," in a ",[10,363,228],{}," body and ",[10,366,367],{},"animatedTime(params)"," in a builder read it.",[140,370,371,372,375,376,379,380,383,384,214],{},"The returned definition is what you hand to ",[10,373,374],{},"\u003CCustomShader src={Halo}>"," in React, Vue, Svelte or Solid, to ",[10,377,378],{},"registerShader",", or to ",[10,381,382],{},"createShader(canvas, preset, {components: [Halo]})"," so preset JSON can name it by ",[10,385,386],{},"type",[388,389,391],"h2",{"id":390},"parameters","Parameters",[393,394,395,411],"table",{},[396,397,398],"thead",{},[399,400,401,405,408],"tr",{},[402,403,404],"th",{},"Name",[402,406,407],{},"Type",[402,409,410],{},"Notes",[412,413,414],"tbody",{},[399,415,416,421,426],{},[417,418,419],"td",{},[10,420,178],{},[417,422,423],{},[10,424,425],{},"StdDefinition\u003CT>",[417,427],{},[388,429,431],{"id":430},"examples","Examples",[144,433,435],{"className":146,"code":434,"language":148,"meta":149,"style":149},"import {defineShader, wgsl, transformColor, transformPosition} from 'shaders\u002Fstd'\n\nexport const Halo = defineShader({\n  name: 'Halo',\n  animatedTime: {speed: 'speed'},\n  props: {\n    inner: {default: '#ffd166', transform: transformColor},\n    outer: {default: '#0b132b', transform: transformColor},\n    center: {default: {x: 0.5, y: 0.5}, transform: transformPosition},\n    radius: {default: 0.6},\n    bands: {default: 4},\n    speed: {default: 1},\n  },\n  paint: wgsl`\n    let d = length((uv - center) * vec2f(aspect, 1.0)) \u002F radius;\n    let wave = 0.5 + 0.5 * cos(d * bands * 6.2831853 - time * 2.0);\n    return vec4f(mix(outer.rgb, inner.rgb, wave * (1.0 - smoothstep(0.7, 1.0, d))), 1.0);\n  `,\n})\n",[10,436,437,452,459,481,493,505,511,523,534,551,562,573,584,590,601,607,613,619,627],{"__ignoreMap":149},[153,438,439,442,445,448],{"class":155,"line":156},[153,440,441],{"class":167},"import",[153,443,444],{"class":159}," {defineShader, wgsl, transformColor, transformPosition} ",[153,446,447],{"class":167},"from",[153,449,451],{"class":450},"sU2Wk"," 'shaders\u002Fstd'\n",[153,453,455],{"class":155,"line":454},2,[153,456,458],{"emptyLinePlaceholder":457},true,"\n",[153,460,462,465,468,472,475,478],{"class":155,"line":461},3,[153,463,464],{"class":167},"export",[153,466,467],{"class":167}," const",[153,469,471],{"class":470},"sDLfK"," Halo",[153,473,474],{"class":167}," =",[153,476,477],{"class":163}," defineShader",[153,479,480],{"class":159},"({\n",[153,482,484,487,490],{"class":155,"line":483},4,[153,485,486],{"class":159},"  name: ",[153,488,489],{"class":450},"'Halo'",[153,491,492],{"class":159},",\n",[153,494,496,499,502],{"class":155,"line":495},5,[153,497,498],{"class":159},"  animatedTime: {speed: ",[153,500,501],{"class":450},"'speed'",[153,503,504],{"class":159},"},\n",[153,506,508],{"class":155,"line":507},6,[153,509,510],{"class":159},"  props: {\n",[153,512,514,517,520],{"class":155,"line":513},7,[153,515,516],{"class":159},"    inner: {default: ",[153,518,519],{"class":450},"'#ffd166'",[153,521,522],{"class":159},", transform: transformColor},\n",[153,524,526,529,532],{"class":155,"line":525},8,[153,527,528],{"class":159},"    outer: {default: ",[153,530,531],{"class":450},"'#0b132b'",[153,533,522],{"class":159},[153,535,537,540,543,546,548],{"class":155,"line":536},9,[153,538,539],{"class":159},"    center: {default: {x: ",[153,541,542],{"class":470},"0.5",[153,544,545],{"class":159},", y: ",[153,547,542],{"class":470},[153,549,550],{"class":159},"}, transform: transformPosition},\n",[153,552,554,557,560],{"class":155,"line":553},10,[153,555,556],{"class":159},"    radius: {default: ",[153,558,559],{"class":470},"0.6",[153,561,504],{"class":159},[153,563,565,568,571],{"class":155,"line":564},11,[153,566,567],{"class":159},"    bands: {default: ",[153,569,570],{"class":470},"4",[153,572,504],{"class":159},[153,574,576,579,582],{"class":155,"line":575},12,[153,577,578],{"class":159},"    speed: {default: ",[153,580,581],{"class":470},"1",[153,583,504],{"class":159},[153,585,587],{"class":155,"line":586},13,[153,588,589],{"class":159},"  },\n",[153,591,593,596,598],{"class":155,"line":592},14,[153,594,595],{"class":159},"  paint: ",[153,597,228],{"class":163},[153,599,600],{"class":450},"`\n",[153,602,604],{"class":155,"line":603},15,[153,605,606],{"class":450},"    let d = length((uv - center) * vec2f(aspect, 1.0)) \u002F radius;\n",[153,608,610],{"class":155,"line":609},16,[153,611,612],{"class":450},"    let wave = 0.5 + 0.5 * cos(d * bands * 6.2831853 - time * 2.0);\n",[153,614,616],{"class":155,"line":615},17,[153,617,618],{"class":450},"    return vec4f(mix(outer.rgb, inner.rgb, wave * (1.0 - smoothstep(0.7, 1.0, d))), 1.0);\n",[153,620,622,625],{"class":155,"line":621},18,[153,623,624],{"class":450},"  `",[153,626,492],{"class":159},[153,628,630],{"class":155,"line":629},19,[153,631,632],{"class":159},"})\n",[144,634,636],{"className":146,"code":635,"language":148,"meta":149,"style":149},"\u002F\u002F A filter composed from std words, skipped entirely while `intensity` is 0.\nexport const Vignette = defineShader({\n  name: 'Vignette',\n  props: {\n    color: {default: '#000000', transform: transformColor},\n    center: {default: {x: 0.5, y: 0.5}, transform: transformPosition},\n    radius: {default: 0.5},\n    falloff: {default: 0.5},\n    intensity: {default: 1, recompile: crosses(0)},\n  },\n  effect: tintToward(p('color'), {amount: radialMask({center: p('center'), radius: p('radius'), falloff: p('falloff')}).times(p('intensity'))}),\n  identityWhen: isZero('intensity'),\n})\n",[10,637,638,644,659,668,672,682,694,702,711,733,737,808,823],{"__ignoreMap":149},[153,639,640],{"class":155,"line":156},[153,641,643],{"class":642},"sAwPA","\u002F\u002F A filter composed from std words, skipped entirely while `intensity` is 0.\n",[153,645,646,648,650,653,655,657],{"class":155,"line":454},[153,647,464],{"class":167},[153,649,467],{"class":167},[153,651,652],{"class":470}," Vignette",[153,654,474],{"class":167},[153,656,477],{"class":163},[153,658,480],{"class":159},[153,660,661,663,666],{"class":155,"line":461},[153,662,486],{"class":159},[153,664,665],{"class":450},"'Vignette'",[153,667,492],{"class":159},[153,669,670],{"class":155,"line":483},[153,671,510],{"class":159},[153,673,674,677,680],{"class":155,"line":495},[153,675,676],{"class":159},"    color: {default: ",[153,678,679],{"class":450},"'#000000'",[153,681,522],{"class":159},[153,683,684,686,688,690,692],{"class":155,"line":507},[153,685,539],{"class":159},[153,687,542],{"class":470},[153,689,545],{"class":159},[153,691,542],{"class":470},[153,693,550],{"class":159},[153,695,696,698,700],{"class":155,"line":513},[153,697,556],{"class":159},[153,699,542],{"class":470},[153,701,504],{"class":159},[153,703,704,707,709],{"class":155,"line":525},[153,705,706],{"class":159},"    falloff: {default: ",[153,708,542],{"class":470},[153,710,504],{"class":159},[153,712,713,716,718,721,724,727,730],{"class":155,"line":536},[153,714,715],{"class":159},"    intensity: {default: ",[153,717,581],{"class":470},[153,719,720],{"class":159},", recompile: ",[153,722,723],{"class":163},"crosses",[153,725,726],{"class":159},"(",[153,728,729],{"class":470},"0",[153,731,732],{"class":159},")},\n",[153,734,735],{"class":155,"line":553},[153,736,589],{"class":159},[153,738,739,742,745,747,749,751,754,757,760,763,765,767,770,773,775,777,780,783,785,787,790,793,796,798,800,802,805],{"class":155,"line":564},[153,740,741],{"class":159},"  effect: ",[153,743,744],{"class":163},"tintToward",[153,746,726],{"class":159},[153,748,140],{"class":163},[153,750,726],{"class":159},[153,752,753],{"class":450},"'color'",[153,755,756],{"class":159},"), {amount: ",[153,758,759],{"class":163},"radialMask",[153,761,762],{"class":159},"({center: ",[153,764,140],{"class":163},[153,766,726],{"class":159},[153,768,769],{"class":450},"'center'",[153,771,772],{"class":159},"), radius: ",[153,774,140],{"class":163},[153,776,726],{"class":159},[153,778,779],{"class":450},"'radius'",[153,781,782],{"class":159},"), falloff: ",[153,784,140],{"class":163},[153,786,726],{"class":159},[153,788,789],{"class":450},"'falloff'",[153,791,792],{"class":159},")}).",[153,794,795],{"class":163},"times",[153,797,726],{"class":159},[153,799,140],{"class":163},[153,801,726],{"class":159},[153,803,804],{"class":450},"'intensity'",[153,806,807],{"class":159},"))}),\n",[153,809,810,813,816,818,820],{"class":155,"line":575},[153,811,812],{"class":159},"  identityWhen: ",[153,814,815],{"class":163},"isZero",[153,817,726],{"class":159},[153,819,804],{"class":450},[153,821,822],{"class":159},"),\n",[153,824,825],{"class":155,"line":586},[153,826,632],{"class":159},[828,829,830],"blockquote",{},[140,831,832,836,837,839],{},[833,834,835],"strong",{},"Tip."," A prop the engine never sends to the GPU (a URL string, a shape object, a list) cannot be read in a ",[10,838,228],{}," body; reference it and WGSL reports the name as undefined.",[388,841,843],{"id":842},"see-also","See 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