[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"guide-nav":3,"github-stars":127,"doc-\u002Fdocs\u002Fprimitives\u002Flight\u002Frayspikes":129},[4,9,13,17,21,25,29,33,37,41,45,49,53,57,61,65,70,74,78,82,86,91,95,99,103,107,111,115,119,123],{"path":5,"title":6,"description":7,"category":8},"\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":10,"title":11,"description":12,"category":8},"\u002Fdocs\u002Fguide\u002Fquickstart","Quickstart","Install Shaders, render your first effect, and drive a prop from state.",{"path":14,"title":15,"description":16,"category":8},"\u002Fdocs\u002Fguide\u002Fcomposing-effects","Composing effects","Stack components as layers and nest them to control which layers an effect touches.",{"path":18,"title":19,"description":20,"category":8},"\u002Fdocs\u002Fguide\u002Fblending-masking","Blending and masking","Control how a layer mixes with the layers below it, and reveal one layer through another.",{"path":22,"title":23,"description":24,"category":8},"\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":26,"title":27,"description":28,"category":8},"\u002Fdocs\u002Fguide\u002Fdynamic-props","Dynamic props","Drive any numeric or position prop from time, the cursor, or another layer, without writing animation code.",{"path":30,"title":31,"description":32,"category":8},"\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":34,"title":35,"description":36,"category":8},"\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":38,"title":39,"description":40,"category":8},"\u002Fdocs\u002Fguide\u002Ftransforms","Transforms","Position, size, and rotate any layer inside the canvas with a bounding box, in any CSS unit.",{"path":42,"title":43,"description":44,"category":8},"\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":46,"title":47,"description":48,"category":8},"\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":50,"title":51,"description":52,"category":8},"\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":54,"title":55,"description":56,"category":8},"\u002Fdocs\u002Fguide\u002Fperformance","Performance","Learn what makes an effect expensive on the GPU and how to keep it inside the frame budget.",{"path":58,"title":59,"description":60,"category":8},"\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":62,"title":63,"description":64,"category":8},"\u002Fdocs\u002Fguide\u002Ftelemetry","Telemetry","The `\u003CShader>` component occasionally sends an anonymous performance report to help us improve the engine over time.",{"path":66,"title":67,"description":68,"category":69},"\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":71,"title":72,"description":73,"category":69},"\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 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automatically.",{"path":108,"title":109,"description":110,"category":90},"\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":112,"title":113,"description":114,"category":90},"\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":116,"title":117,"description":118,"category":90},"\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":120,"title":121,"description":122,"category":90},"\u002Fdocs\u002Fguide\u002Fglass-component-spotlight","Component spotlight: Glass","A short look at the Glass component and the liquid-glass look it creates.",{"path":124,"title":125,"description":126,"category":90},"\u002Fdocs\u002Fguide\u002Fdigital-looks-component-spotlight","Component spotlight: Digital looks","A look at the digital stylization components for glitchy, futuristic, or technical effects.",{"stars":128},5507,{"id":130,"title":131,"body":132,"categoryId":169,"categorySlug":169,"categoryTitle":343,"curated":344,"description":142,"editUrl":345,"extension":346,"group":169,"groupTitle":347,"kind":348,"meta":349,"navigation":350,"path":351,"seo":352,"sourceUrl":353,"stem":354,"wordCount":345,"__hash__":355},"primitives\u002Fdocs\u002Fprimitives\u002F13.light\u002F13.rayspikes.md","raySpikes",{"type":133,"value":134,"toc":337},"minimark",[135,139,143,164,179,190,195,232,236,306,310,333],[136,137,131],"h1",{"id":138},"rayspikes",[140,141,142],"p",{},"Thin star spikes with dark gaps between them, like light through a camera aperture.",[144,145,150],"pre",{"className":146,"code":147,"language":148,"meta":149,"style":149},"language-ts shiki shiki-themes github-dark","raySpikes(slots: {halfCount: ArgSpec; power: ArgSpec}): LightPart\n","ts","",[8,151,152],{"__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","(slots: {halfCount: ArgSpec; power: ArgSpec}): LightPart\n",[140,165,166,167,170,171,174,175,178],{},"Import ",[8,168,169],{},"light"," from ",[8,172,173],{},"shaders\u002Fstd"," and use ",[8,176,177],{},"light.raySpikes",".",[140,180,181,182,185,186,189],{},"Returns a 0–1 field with twice ",[8,183,184],{},"halfCount"," spikes, so pass half the spike count you want. 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The spikes do not turn.",[191,192,194],"h2",{"id":193},"parameters","Parameters",[196,197,198,214],"table",{},[199,200,201],"thead",{},[202,203,204,208,211],"tr",{},[205,206,207],"th",{},"Name",[205,209,210],{},"Type",[205,212,213],{},"Notes",[215,216,217],"tbody",{},[202,218,219,225,230],{},[220,221,222],"td",{},[8,223,224],{},"slots",[220,226,227],{},[8,228,229],{},"{halfCount: ArgSpec; power: ArgSpec}",[220,231],{},[191,233,235],{"id":234},"example","Example",[144,237,239],{"className":146,"code":238,"language":148,"meta":149,"style":149},"coverage: withFrame(radialFrame(p('center')), modulate(raySpikes({halfCount: 3, power: 5}), glowPoint({sharpness: 12})))\n",[8,240,241],{"__ignoreMap":149},[153,242,243,246,249,252,255,258,260,262,264,268,271,274,276,278,281,285,288,291,294,297,300,303],{"class":155,"line":156},[153,244,245],{"class":159},"coverage",[153,247,248],{"class":162},": ",[153,250,251],{"class":159},"withFrame",[153,253,254],{"class":162},"(",[153,256,257],{"class":159},"radialFrame",[153,259,254],{"class":162},[153,261,140],{"class":159},[153,263,254],{"class":162},[153,265,267],{"class":266},"sU2Wk","'center'",[153,269,270],{"class":162},")), ",[153,272,273],{"class":159},"modulate",[153,275,254],{"class":162},[153,277,131],{"class":159},[153,279,280],{"class":162},"({halfCount: ",[153,282,284],{"class":283},"sDLfK","3",[153,286,287],{"class":162},", power: ",[153,289,290],{"class":283},"5",[153,292,293],{"class":162},"}), ",[153,295,296],{"class":159},"glowPoint",[153,298,299],{"class":162},"({sharpness: ",[153,301,302],{"class":283},"12",[153,304,305],{"class":162},"})))\n",[191,307,309],{"id":308},"see-also","See also",[311,312,313,324],"ul",{},[314,315,316,323],"li",{},[317,318,320],"a",{"href":319},"\u002Fdocs\u002Fprimitives\u002Flight\u002Fraylobes",[8,321,322],{},"rayLobes"," — Soft rays fanning out from the center of a radial frame, turning with the layer's clock.",[314,325,326,332],{},[317,327,329],{"href":328},"\u002Fdocs\u002Fprimitives\u002Flight\u002Fflarestarburst",[8,330,331],{},"flareStarburst"," — The star of thin spikes around the light in a lens flare.",[334,335,336],"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 .sU2Wk, html code.shiki .sU2Wk{--shiki-default:#9ECBFF}html pre.shiki code .sDLfK, html code.shiki .sDLfK{--shiki-default:#79B8FF}",{"title":149,"searchDepth":338,"depth":338,"links":339},2,[340,341,342],{"id":193,"depth":338,"text":194},{"id":234,"depth":338,"text":235},{"id":308,"depth":338,"text":309},"Light",false,null,"md","Noise, light & materials","function",{},true,"\u002Fdocs\u002Fprimitives\u002Flight\u002Frayspikes",{"title":131,"description":142},"https:\u002F\u002Fgithub.com\u002Fshader-effects-inc\u002Fshaders\u002Fblob\u002Fmain\u002Fpackages\u002Fcore\u002Fsrc\u002Fstd\u002Fpaint\u002Flight.ts#L328","docs\u002Fprimitives\u002F13.light\u002F13.rayspikes","MzxFz2HcZtJPVoDqNn95KTVn_UFqynPoN4ae7h4OW1Y"]