[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"github-stars":3,"guide-nav":5,"doc-\u002Fdocs\u002Fprimitives\u002Flight\u002Fstarglint":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 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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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Set ",[10,407,408],{},"reach"," to half\nthe cell size when the glints sit on a ",[10,411,412],{},"scatterPoints"," grid, so long rays never hit a cell edge.",[278,415,417],{"id":416},"see-also","See also",[419,420,421,432,441],"ul",{},[422,423,424,431],"li",{},[425,426,428],"a",{"href":427},"\u002Fdocs\u002Fprimitives\u002Flight\u002Fglowspot",[10,429,430],{},"glowSpot"," — A soft oval glow over an offset you have already scaled, the core of a bloom or a glare.",[422,433,434,440],{},[425,435,437],{"href":436},"\u002Fdocs\u002Fprimitives\u002Flight\u002Frayspikes",[10,438,439],{},"raySpikes"," — Thin star spikes with dark gaps between them, like light through a camera aperture.",[422,442,443,449],{},[425,444,446],{"href":445},"\u002Fdocs\u002Fprimitives\u002Flight\u002Fflarestarburst",[10,447,448],{},"flareStarburst"," — The star of thin spikes around the light in a lens flare.",[278,451,453],{"id":452},"used-by","Used by",[140,455,456],{},[425,457,459],{"href":458},"\u002Fdocs\u002Fcomponents\u002Fsparkle","Sparkle",[461,462,463],"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 .sAwPA, html code.shiki .sAwPA{--shiki-default:#6A737D}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}",{"title":149,"searchDepth":166,"depth":166,"links":465},[466,467,468,469],{"id":280,"depth":166,"text":281},{"id":343,"depth":166,"text":344},{"id":416,"depth":166,"text":417},{"id":452,"depth":166,"text":453},"Light",false,null,"md","Noise, light & materials","function",{},true,"\u002Fdocs\u002Fprimitives\u002Flight\u002Fstarglint",{"title":131,"description":142},"https:\u002F\u002Fgithub.com\u002Fshader-effects-inc\u002Fshaders\u002Fblob\u002Fmain\u002Fpackages\u002Fcore\u002Fsrc\u002Fstd\u002Fpaint\u002Flight.ts#L537","docs\u002Fprimitives\u002F13.light\u002F40.starglint","wG8HqHZElW7MyE50sIhiqDziyTuGl31PrRXA9HSbRKE"]