[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"github-stars":3,"guide-nav":5,"doc-\u002Fdocs\u002Fprimitives\u002Feffects-fracture\u002Fcrackgeom":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, liquid metal, and glowing edges to built-in shapes and your own SVG.",{"path":122,"title":123,"description":124,"category":92},"\u002Fdocs\u002Fguide\u002Fglass-component-spotlight","Component spotlight: Glass","A short look at the Glass component and the liquid-glass look it creates.",{"path":126,"title":127,"description":128,"category":92},"\u002Fdocs\u002Fguide\u002Fdigital-looks-component-spotlight","Component spotlight: Digital looks","A look at the digital stylization components for glitchy, futuristic, or technical effects.",{"id":130,"title":131,"body":132,"categoryId":449,"categorySlug":450,"categoryTitle":451,"curated":452,"description":142,"editUrl":453,"extension":454,"group":223,"groupTitle":455,"kind":456,"meta":457,"navigation":458,"path":459,"seo":460,"sourceUrl":461,"stem":462,"wordCount":453,"__hash__":463},"primitives\u002Fdocs\u002Fprimitives\u002F32.effects-fracture\u002F2.crackgeom.md","crackGeom",{"type":133,"value":134,"toc":443},"minimark",[135,139,143,218,233,260,265,302,306,394,398,429,433,439],[136,137,131],"h1",{"id":138},"crackgeom",[140,141,142],"p",{},"How much crack there is at a pixel, and which way the shard under it has moved.",[144,145,150],"pre",{"className":146,"code":147,"language":148,"meta":149,"style":149},"language-ts shiki shiki-themes github-dark","crackGeom(\n  uv: v2f,\n  nPosX: number,\n  nPosY: number,\n  sPosX: number,\n  sPosY: number,\n  dispX: number,\n  dispY: number,\n  crackWidth: number,\n): { crackIntensity: number; edgeNormal: v2f; displacedUV: v2f; disp: v2f; }\n","ts","",[10,151,152,164,170,176,182,188,194,200,206,212],{"__ignoreMap":149},[153,154,157,160],"span",{"class":155,"line":156},"line",1,[153,158,131],{"class":159},"svObZ",[153,161,163],{"class":162},"s95oV","(\n",[153,165,167],{"class":155,"line":166},2,[153,168,169],{"class":162},"  uv: v2f,\n",[153,171,173],{"class":155,"line":172},3,[153,174,175],{"class":162},"  nPosX: number,\n",[153,177,179],{"class":155,"line":178},4,[153,180,181],{"class":162},"  nPosY: number,\n",[153,183,185],{"class":155,"line":184},5,[153,186,187],{"class":162},"  sPosX: number,\n",[153,189,191],{"class":155,"line":190},6,[153,192,193],{"class":162},"  sPosY: number,\n",[153,195,197],{"class":155,"line":196},7,[153,198,199],{"class":162},"  dispX: number,\n",[153,201,203],{"class":155,"line":202},8,[153,204,205],{"class":162},"  dispY: number,\n",[153,207,209],{"class":155,"line":208},9,[153,210,211],{"class":162},"  crackWidth: number,\n",[153,213,215],{"class":155,"line":214},10,[153,216,217],{"class":162},"): { crackIntensity: number; edgeNormal: v2f; displacedUV: v2f; disp: v2f; }\n",[140,219,220,221,224,225,228,229,232],{},"Import ",[10,222,223],{},"effects"," from ",[10,226,227],{},"shaders\u002Fstd"," and use ",[10,230,231],{},"effects.fracture.crackGeom",".",[140,234,235,236,239,240,243,244,247,248,251,252,255,256,259],{},"Takes the pixel's uv, the nearest and second-nearest shard positions (x and y, in uv), the nearest shard's displacement (x and y, in uv) and ",[10,237,238],{},"crackWidth"," (about 0.5 to 5). Returns a record with ",[10,241,242],{},"crackIntensity"," (0 to 1, and 0 until the shard has actually moved), ",[10,245,246],{},"edgeNormal"," (the direction across the crack), ",[10,249,250],{},"displacedUV"," (where to sample the layer inside) and ",[10,253,254],{},"disp"," (the displacement again, for ",[10,257,258],{},"crackShardCompose",").",[261,262,264],"h2",{"id":263},"parameters","Parameters",[266,267,268,284],"table",{},[269,270,271],"thead",{},[272,273,274,278,281],"tr",{},[275,276,277],"th",{},"Name",[275,279,280],{},"Type",[275,282,283],{},"Notes",[285,286,287],"tbody",{},[272,288,289,295,300],{},[290,291,292],"td",{},[10,293,294],{},"args",[290,296,297],{},[10,298,299],{},"[uv: v2f, nPosX: number, nPosY: number, sPosX: number, sPosY: number, dispX: number, dispY: number, crackWidth: number]",[290,301],{},[261,303,305],{"id":304},"example","Example",[144,307,309],{"className":146,"code":308,"language":148,"meta":149,"style":149},"const geom = call(crackGeom, 'crackGeom', [ctx.uv, dataAt(nearest, 0), dataAt(nearest, 1), dataAt(second, 0), dataAt(second, 1), dataAt(nearest, 2), dataAt(nearest, 3), uniforms.crackWidth])\n",[10,310,311],{"__ignoreMap":149},[153,312,313,317,321,324,327,330,334,337,340,343,346,349,351,353,356,358,360,363,365,367,369,371,373,375,377,379,382,384,386,388,391],{"class":155,"line":156},[153,314,316],{"class":315},"snl16","const",[153,318,320],{"class":319},"sDLfK"," geom",[153,322,323],{"class":315}," =",[153,325,326],{"class":159}," call",[153,328,329],{"class":162},"(crackGeom, ",[153,331,333],{"class":332},"sU2Wk","'crackGeom'",[153,335,336],{"class":162},", [ctx.uv, ",[153,338,339],{"class":159},"dataAt",[153,341,342],{"class":162},"(nearest, ",[153,344,345],{"class":319},"0",[153,347,348],{"class":162},"), ",[153,350,339],{"class":159},[153,352,342],{"class":162},[153,354,355],{"class":319},"1",[153,357,348],{"class":162},[153,359,339],{"class":159},[153,361,362],{"class":162},"(second, ",[153,364,345],{"class":319},[153,366,348],{"class":162},[153,368,339],{"class":159},[153,370,362],{"class":162},[153,372,355],{"class":319},[153,374,348],{"class":162},[153,376,339],{"class":159},[153,378,342],{"class":162},[153,380,381],{"class":319},"2",[153,383,348],{"class":162},[153,385,339],{"class":159},[153,387,342],{"class":162},[153,389,390],{"class":319},"3",[153,392,393],{"class":162},"), uniforms.crackWidth])\n",[261,395,397],{"id":396},"see-also","See also",[399,400,401,412,420],"ul",{},[402,403,404,411],"li",{},[405,406,408],"a",{"href":407},"\u002Fdocs\u002Fprimitives\u002Feffects-fracture\u002Fcrackrefractuv",[10,409,410],{},"crackRefractUV"," — Where to sample one color channel so the crack bends the light and splits it like a prism.",[402,413,414,419],{},[405,415,417],{"href":416},"\u002Fdocs\u002Fprimitives\u002Feffects-fracture\u002Fcrackshardcompose",[10,418,258],{}," — The finished glass: the three refracted channels blended into the crack, with a hint of light on tilted shards.",[402,421,422,428],{},[405,423,425],{"href":424},"\u002Fdocs\u002Fprimitives\u002Feffects-fracture\u002Fcelllaneuvfor",[10,426,427],{},"cellLaneUVFor"," — Where one shard's value sits in a one-row data texture.",[261,430,432],{"id":431},"used-by","Used by",[140,434,435],{},[405,436,438],{"href":437},"\u002Fdocs\u002Fcomponents\u002Fshatter","Shatter",[440,441,442],"style",{},"html pre.shiki code .svObZ, html code.shiki .svObZ{--shiki-default:#B392F0}html pre.shiki code .s95oV, html code.shiki .s95oV{--shiki-default:#E1E4E8}html .default .shiki span {color: var(--shiki-default);background: var(--shiki-default-bg);font-style: var(--shiki-default-font-style);font-weight: var(--shiki-default-font-weight);text-decoration: var(--shiki-default-text-decoration);}html .shiki span {color: var(--shiki-default);background: var(--shiki-default-bg);font-style: var(--shiki-default-font-style);font-weight: var(--shiki-default-font-weight);text-decoration: var(--shiki-default-text-decoration);}html pre.shiki code .snl16, html code.shiki .snl16{--shiki-default:#F97583}html pre.shiki code .sDLfK, html code.shiki .sDLfK{--shiki-default:#79B8FF}html pre.shiki code .sU2Wk, html code.shiki .sU2Wk{--shiki-default:#9ECBFF}",{"title":149,"searchDepth":166,"depth":166,"links":444},[445,446,447,448],{"id":263,"depth":166,"text":264},{"id":304,"depth":166,"text":305},{"id":396,"depth":166,"text":397},{"id":431,"depth":166,"text":432},"effects.fracture","effects-fracture","Fracture",false,null,"md","Filters & effects","function",{},true,"\u002Fdocs\u002Fprimitives\u002Feffects-fracture\u002Fcrackgeom",{"title":131,"description":142},"https:\u002F\u002Fgithub.com\u002Fshader-effects-inc\u002Fshaders\u002Fblob\u002Fmain\u002Fpackages\u002Fcore\u002Fsrc\u002Fstd\u002Feffects\u002Ffracture.ts#L139","docs\u002Fprimitives\u002F32.effects-fracture\u002F2.crackgeom","qrO5rk_swtJSx5puQZf7WSuWrP_mRp41w7GgQwRAGLo"]