[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"github-stars":3,"guide-nav":5,"doc-\u002Fdocs\u002Fprimitives\u002Finvoke\u002Fpointwiseop":129},{"stars":4},5505,[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":445,"categorySlug":445,"categoryTitle":446,"curated":447,"description":448,"editUrl":449,"extension":450,"group":451,"groupTitle":452,"kind":453,"meta":454,"navigation":455,"path":456,"seo":457,"sourceUrl":458,"stem":459,"wordCount":449,"__hash__":460},"primitives\u002Fdocs\u002Fprimitives\u002F4.invoke\u002F13.pointwiseop.md","pointwiseOp",{"type":133,"value":134,"toc":440},"minimark",[135,139,147,223,232,258,263,340,344,406,410,436],[136,137,131],"h1",{"id":138},"pointwiseop",[140,141,142,143,146],"p",{},"Wrap a compiled GPU function as a pointwise filter effect: the child's color goes in first, then ",[10,144,145],{},"args",".",[148,149,154],"pre",{"className":150,"code":151,"language":152,"meta":153,"style":153},"language-ts shiki shiki-themes github-dark","pointwiseOp(\n  fn: unknown,\n  hint: string,\n  args: ArgSpec[],\n  extra?: {compose?: PointwiseEffect['compose']; setup?: PointwiseEffect['setup']},\n): PointwiseEffect\n","ts","",[10,155,156,168,174,180,186,217],{"__ignoreMap":153},[157,158,161,164],"span",{"class":159,"line":160},"line",1,[157,162,131],{"class":163},"svObZ",[157,165,167],{"class":166},"s95oV","(\n",[157,169,171],{"class":159,"line":170},2,[157,172,173],{"class":166},"  fn: unknown,\n",[157,175,177],{"class":159,"line":176},3,[157,178,179],{"class":166},"  hint: string,\n",[157,181,183],{"class":159,"line":182},4,[157,184,185],{"class":166},"  args: ArgSpec[],\n",[157,187,189,192,196,199,203,206,208,211,214],{"class":159,"line":188},5,[157,190,191],{"class":166},"  extra",[157,193,195],{"class":194},"snl16","?:",[157,197,198],{"class":166}," {compose?: PointwiseEffect[",[157,200,202],{"class":201},"sU2Wk","'compose'",[157,204,205],{"class":166},"]; setup",[157,207,195],{"class":194},[157,209,210],{"class":166}," PointwiseEffect[",[157,212,213],{"class":201},"'setup'",[157,215,216],{"class":166},"]},\n",[157,218,220],{"class":159,"line":219},6,[157,221,222],{"class":166},"): PointwiseEffect\n",[140,224,225,226,228,229,146],{},"Import ",[10,227,131],{}," from ",[10,230,231],{},"shaders\u002Fstd",[140,233,234,235,238,239,242,243,246,247,249,250,253,254,257],{},"This is how the library's color words are made. ",[10,236,237],{},"fn"," takes ",[10,240,241],{},"(color: vec4f, ...args)"," and returns the new color; ",[10,244,245],{},"hint"," names it in the generated code; ",[10,248,145],{}," are the values that follow the color, given as prop refs, scalars, context tokens or numbers. ",[10,251,252],{},"extra.compose"," post-processes the result and ",[10,255,256],{},"extra.setup"," runs once per build.",[259,260,262],"h2",{"id":261},"parameters","Parameters",[264,265,266,282],"table",{},[267,268,269],"thead",{},[270,271,272,276,279],"tr",{},[273,274,275],"th",{},"Name",[273,277,278],{},"Type",[273,280,281],{},"Notes",[283,284,285,299,312,325],"tbody",{},[270,286,287,292,297],{},[288,289,290],"td",{},[10,291,237],{},[288,293,294],{},[10,295,296],{},"unknown",[288,298],{},[270,300,301,305,310],{},[288,302,303],{},[10,304,245],{},[288,306,307],{},[10,308,309],{},"string",[288,311],{},[270,313,314,318,323],{},[288,315,316],{},[10,317,145],{},[288,319,320],{},[10,321,322],{},"ArgSpec[]",[288,324],{},[270,326,327,332,337],{},[288,328,329],{},[10,330,331],{},"extra",[288,333,334],{},[10,335,336],{},"{compose?: PointwiseEffect['compose']; setup?: PointwiseEffect['setup']}",[288,338,339],{},"Optional.",[259,341,343],{"id":342},"example","Example",[148,345,347],{"className":150,"code":346,"language":152,"meta":153,"style":153},"export function saturate(intensity: ArgSpec): PointwiseEffect {\n  return pointwiseOp(colorOps.saturate, 'saturate', [intensity])\n}\n",[10,348,349,384,401],{"__ignoreMap":153},[157,350,351,354,357,360,363,367,370,373,376,378,381],{"class":159,"line":160},[157,352,353],{"class":194},"export",[157,355,356],{"class":194}," function",[157,358,359],{"class":163}," saturate",[157,361,362],{"class":166},"(",[157,364,366],{"class":365},"s9osk","intensity",[157,368,369],{"class":194},":",[157,371,372],{"class":163}," ArgSpec",[157,374,375],{"class":166},")",[157,377,369],{"class":194},[157,379,380],{"class":163}," PointwiseEffect",[157,382,383],{"class":166}," {\n",[157,385,386,389,392,395,398],{"class":159,"line":170},[157,387,388],{"class":194},"  return",[157,390,391],{"class":163}," pointwiseOp",[157,393,394],{"class":166},"(colorOps.saturate, ",[157,396,397],{"class":201},"'saturate'",[157,399,400],{"class":166},", [intensity])\n",[157,402,403],{"class":159,"line":176},[157,404,405],{"class":166},"}\n",[259,407,409],{"id":408},"see-also","See also",[411,412,413,428],"ul",{},[414,415,416,423,424,427],"li",{},[417,418,420],"a",{"href":419},"\u002Fdocs\u002Fprimitives\u002Finvoke\u002Fresolvearg",[10,421,422],{},"resolveArg"," — Any input value a word accepts (a prop ref, a ",[10,425,426],{},"Scalar",", a context token, a number) as a GPU value inside a filter's builder.",[414,429,430,435],{},[417,431,433],{"href":432},"\u002Fdocs\u002Fprimitives\u002Fvalues\u002Fp",[10,434,140],{}," — Reference one of the definition's props by name, wherever a word asks for a value.",[437,438,439],"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 pre.shiki code .snl16, html code.shiki .snl16{--shiki-default:#F97583}html pre.shiki code .sU2Wk, html code.shiki .sU2Wk{--shiki-default:#9ECBFF}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 .s9osk, html code.shiki .s9osk{--shiki-default:#FFAB70}",{"title":153,"searchDepth":170,"depth":170,"links":441},[442,443,444],{"id":261,"depth":170,"text":262},{"id":342,"depth":170,"text":343},{"id":408,"depth":170,"text":409},"invoke","Context & invocation",false,"Wrap a compiled GPU function as a pointwise filter effect: the child's color goes in first, then `args`.",null,"md","define","Defining a shader","function",{},true,"\u002Fdocs\u002Fprimitives\u002Finvoke\u002Fpointwiseop",{"title":131,"description":448},"https:\u002F\u002Fgithub.com\u002Fshader-effects-inc\u002Fshaders\u002Fblob\u002Fmain\u002Fpackages\u002Fcore\u002Fsrc\u002Fstd\u002Finvoke.ts#L207","docs\u002Fprimitives\u002F4.invoke\u002F13.pointwiseop","NZxXQ2uitMEwNBGWTeoWs3eJkhZsRtSEwQuG5yE9EC4"]