[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"github-stars":3,"guide-nav":5,"doc-\u002Fdocs\u002Fprimitives\u002Finvoke\u002Fresolvescalar":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":411,"categorySlug":411,"categoryTitle":412,"curated":413,"description":414,"editUrl":415,"extension":416,"group":417,"groupTitle":418,"kind":419,"meta":420,"navigation":421,"path":422,"seo":423,"sourceUrl":424,"stem":425,"wordCount":415,"__hash__":426},"primitives\u002Fdocs\u002Fprimitives\u002F4.invoke\u002F10.resolvescalar.md","resolveScalar",{"type":133,"value":134,"toc":404},"minimark",[135,139,147,175,185,203,208,259,263,338,342,390,394,400],[136,137,131],"h1",{"id":138},"resolvescalar",[140,141,142,143,146],"p",{},"A ",[10,144,145],{},"Scalar"," or prop ref as a GPU value, for a hand-written builder.",[148,149,154],"pre",{"className":150,"code":151,"language":152,"meta":153,"style":153},"language-ts shiki shiki-themes github-dark","resolveScalar(input: Scalar | ScalarSource, params: SlotParams): Expr\n","ts","",[10,155,156],{"__ignoreMap":153},[157,158,161,164,168,172],"span",{"class":159,"line":160},"line",1,[157,162,131],{"class":163},"svObZ",[157,165,167],{"class":166},"s95oV","(input: Scalar ",[157,169,171],{"class":170},"snl16","|",[157,173,174],{"class":166}," ScalarSource, params: SlotParams): Expr\n",[140,176,177,178,180,181,184],{},"Import ",[10,179,131],{}," from ",[10,182,183],{},"shaders\u002Fstd",".",[140,186,187,188,191,192,195,196,199,200,184],{},"Products (",[10,189,190],{},".times()","), radial masks and signals are built out here. A radial mask needs a ",[10,193,194],{},"paint:"," or ",[10,197,198],{},"effect:"," host; it throws in a warp's ",[10,201,202],{},"map:",[204,205,207],"h2",{"id":206},"parameters","Parameters",[209,210,211,227],"table",{},[212,213,214],"thead",{},[215,216,217,221,224],"tr",{},[218,219,220],"th",{},"Name",[218,222,223],{},"Type",[218,225,226],{},"Notes",[228,229,230,245],"tbody",{},[215,231,232,238,243],{},[233,234,235],"td",{},[10,236,237],{},"input",[233,239,240],{},[10,241,242],{},"Scalar | ScalarSource",[233,244],{},[215,246,247,252,257],{},[233,248,249],{},[10,250,251],{},"params",[233,253,254],{},[10,255,256],{},"SlotParams",[233,258],{},[204,260,262],{"id":261},"example","Example",[148,264,266],{"className":150,"code":265,"language":152,"meta":153,"style":153},"const amount = resolveScalar(radialMask({center: p('center'), radius: p('radius'), falloff: p('falloff')}).times(p('intensity')), params)\n",[10,267,268],{"__ignoreMap":153},[157,269,270,273,277,280,283,286,289,292,294,296,300,303,305,307,310,313,315,317,320,323,326,328,330,332,335],{"class":159,"line":160},[157,271,272],{"class":170},"const",[157,274,276],{"class":275},"sDLfK"," amount",[157,278,279],{"class":170}," =",[157,281,282],{"class":163}," resolveScalar",[157,284,285],{"class":166},"(",[157,287,288],{"class":163},"radialMask",[157,290,291],{"class":166},"({center: ",[157,293,140],{"class":163},[157,295,285],{"class":166},[157,297,299],{"class":298},"sU2Wk","'center'",[157,301,302],{"class":166},"), radius: ",[157,304,140],{"class":163},[157,306,285],{"class":166},[157,308,309],{"class":298},"'radius'",[157,311,312],{"class":166},"), falloff: ",[157,314,140],{"class":163},[157,316,285],{"class":166},[157,318,319],{"class":298},"'falloff'",[157,321,322],{"class":166},")}).",[157,324,325],{"class":163},"times",[157,327,285],{"class":166},[157,329,140],{"class":163},[157,331,285],{"class":166},[157,333,334],{"class":298},"'intensity'",[157,336,337],{"class":166},")), params)\n",[204,339,341],{"id":340},"see-also","See also",[343,344,345,359,371],"ul",{},[346,347,348,355,356,184],"li",{},[349,350,352],"a",{"href":351},"\u002Fdocs\u002Fprimitives\u002Finvoke\u002Funiformof",[10,353,354],{},"uniformOf"," — The live GPU value of a prop, for a hand-written builder: ",[10,357,358],{},"uniformOf(p('radius'), params)",[346,360,361,367,368,370],{},[349,362,364],{"href":363},"\u002Fdocs\u002Fprimitives\u002Finvoke\u002Fresolvearg",[10,365,366],{},"resolveArg"," — Any input value a word accepts (a prop ref, a ",[10,369,145],{},", a context token, a number) as a GPU value inside a filter's builder.",[346,372,373,378,379,382,383,386,387,389],{},[349,374,376],{"href":375},"\u002Fdocs\u002Fprimitives\u002Fvalues\u002Fscalar",[10,377,145],{}," — A number built from props: what ",[10,380,381],{},"radialMask(…)",", ",[10,384,385],{},"motion.oscillating(…)"," and ",[10,388,190],{}," return.",[204,391,393],{"id":392},"used-by","Used by",[140,395,396],{},[349,397,399],{"href":398},"\u002Fdocs\u002Fcomponents\u002Fblob","Blob",[401,402,403],"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 .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 .sDLfK, html code.shiki .sDLfK{--shiki-default:#79B8FF}html pre.shiki code .sU2Wk, html code.shiki .sU2Wk{--shiki-default:#9ECBFF}",{"title":153,"searchDepth":405,"depth":405,"links":406},2,[407,408,409,410],{"id":206,"depth":405,"text":207},{"id":261,"depth":405,"text":262},{"id":340,"depth":405,"text":341},{"id":392,"depth":405,"text":393},"invoke","Context & invocation",false,"A `Scalar` or prop ref as a GPU value, for a hand-written builder.",null,"md","define","Defining a shader","function",{},true,"\u002Fdocs\u002Fprimitives\u002Finvoke\u002Fresolvescalar",{"title":131,"description":414},"https:\u002F\u002Fgithub.com\u002Fshader-effects-inc\u002Fshaders\u002Fblob\u002Fmain\u002Fpackages\u002Fcore\u002Fsrc\u002Fstd\u002Finvoke.ts#L131","docs\u002Fprimitives\u002F4.invoke\u002F10.resolvescalar","UXeUgw7LER0ADnkv1Ywhy2CB6oTV7qiIlxzPRUwaDxU"]