[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"github-stars":3,"guide-nav":5,"doc-\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Ffdcurvature":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":213,"categorySlug":213,"categoryTitle":464,"curated":465,"description":466,"editUrl":467,"extension":468,"group":469,"groupTitle":470,"kind":471,"meta":472,"navigation":473,"path":474,"seo":475,"sourceUrl":476,"stem":477,"wordCount":467,"__hash__":478},"primitives\u002Fdocs\u002Fprimitives\u002F14.materials\u002F55.fdcurvature.md","fdCurvature",{"type":133,"value":134,"toc":458},"minimark",[135,139,158,208,222,235,240,321,325,402,412,416,444,448,454],[136,137,131],"h1",{"id":138},"fdcurvature",[140,141,142,143,146,147,146,150,153,154,157],"p",{},"The value, slope and curvature of any field at a point: ",[10,144,145],{},"value",", ",[10,148,149],{},"dx",[10,151,152],{},"dy"," and ",[10,155,156],{},"curvature",".",[159,160,165],"pre",{"className":161,"code":162,"language":163,"meta":164,"style":164},"language-ts shiki shiki-themes github-dark","fdCurvature(sampleAt: (p: Expr) => Expr, p: Expr, eps: number, hint: string = 'fd'): {value: Expr; dx: Expr; dy: Expr; curvature: Expr}\n","ts","",[10,166,167],{"__ignoreMap":164},[168,169,172,175,179,182,186,189,192,195,198,201,205],"span",{"class":170,"line":171},"line",1,[168,173,131],{"class":174},"svObZ",[168,176,178],{"class":177},"s95oV","(sampleAt: (",[168,180,140],{"class":181},"s9osk",[168,183,185],{"class":184},"snl16",":",[168,187,188],{"class":174}," Expr",[168,190,191],{"class":177},") ",[168,193,194],{"class":184},"=>",[168,196,197],{"class":177}," Expr, p: Expr, eps: number, hint: string ",[168,199,200],{"class":184},"=",[168,202,204],{"class":203},"sU2Wk"," 'fd'",[168,206,207],{"class":177},"): {value: Expr; dx: Expr; dy: Expr; curvature: Expr}\n",[140,209,210,211,214,215,218,219,157],{},"Import ",[10,212,213],{},"materials"," from ",[10,216,217],{},"shaders\u002Fstd"," and use ",[10,220,221],{},"materials.fdCurvature",[140,223,224,227,228,230,231,234],{},[10,225,226],{},"fdSlope"," with two more taps. The slopes are centred, so they sit on the point rather than half a step past it, and ",[10,229,156],{}," is the field's Laplacian: negative on a crest, positive in a crease, zero on a flat or a plane. Scale it by a gain for a cavity shade that darkens creases and lifts crests. ",[10,232,233],{},"eps"," is the tap distance in the point's units.",[236,237,239],"h2",{"id":238},"parameters","Parameters",[241,242,243,259],"table",{},[244,245,246],"thead",{},[247,248,249,253,256],"tr",{},[250,251,252],"th",{},"Name",[250,254,255],{},"Type",[250,257,258],{},"Notes",[260,261,262,277,290,303],"tbody",{},[247,263,264,270,275],{},[265,266,267],"td",{},[10,268,269],{},"sampleAt",[265,271,272],{},[10,273,274],{},"(p: Expr) => Expr",[265,276],{},[247,278,279,283,288],{},[265,280,281],{},[10,282,140],{},[265,284,285],{},[10,286,287],{},"Expr",[265,289],{},[247,291,292,296,301],{},[265,293,294],{},[10,295,233],{},[265,297,298],{},[10,299,300],{},"number",[265,302],{},[247,304,305,310,315],{},[265,306,307],{},[10,308,309],{},"hint",[265,311,312],{},[10,313,314],{},"string",[265,316,317,318,157],{},"Optional. Default ",[10,319,320],{},"'fd'",[236,322,324],{"id":323},"example","Example",[159,326,328],{"className":161,"code":327,"language":163,"meta":164,"style":164},"const relief = fdCurvature(cloth, q, 0.004)\nconst cavity = clamp(sub(1, mul(relief.curvature, 0.005)), 0.6, 1.1)\n",[10,329,330,354],{"__ignoreMap":164},[168,331,332,335,339,342,345,348,351],{"class":170,"line":171},[168,333,334],{"class":184},"const",[168,336,338],{"class":337},"sDLfK"," relief",[168,340,341],{"class":184}," =",[168,343,344],{"class":174}," fdCurvature",[168,346,347],{"class":177},"(cloth, q, ",[168,349,350],{"class":337},"0.004",[168,352,353],{"class":177},")\n",[168,355,357,359,362,364,367,370,373,375,378,380,383,386,389,392,395,397,400],{"class":170,"line":356},2,[168,358,334],{"class":184},[168,360,361],{"class":337}," cavity",[168,363,341],{"class":184},[168,365,366],{"class":174}," clamp",[168,368,369],{"class":177},"(",[168,371,372],{"class":174},"sub",[168,374,369],{"class":177},[168,376,377],{"class":337},"1",[168,379,146],{"class":177},[168,381,382],{"class":174},"mul",[168,384,385],{"class":177},"(relief.curvature, ",[168,387,388],{"class":337},"0.005",[168,390,391],{"class":177},")), ",[168,393,394],{"class":337},"0.6",[168,396,146],{"class":177},[168,398,399],{"class":337},"1.1",[168,401,353],{"class":177},[403,404,405],"blockquote",{},[140,406,407,411],{},[408,409,410],"strong",{},"Tip."," Five taps of the field per pixel. Keep the field cheap.",[236,413,415],{"id":414},"see-also","See also",[417,418,419,435],"ul",{},[420,421,422,428,429,146,431,153,433,157],"li",{},[423,424,426],"a",{"href":425},"\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Ffdslope",[10,427,226],{}," — The value and slope of any field at a point: ",[10,430,145],{},[10,432,149],{},[10,434,152],{},[420,436,437,443],{},[423,438,440],{"href":439},"\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Fnudgenormal",[10,441,442],{},"nudgeNormal"," — Tilts a normal by a slope in x and y, turning a height field into relief.",[236,445,447],{"id":446},"used-by","Used by",[140,449,450],{},[423,451,453],{"href":452},"\u002Fdocs\u002Fcomponents\u002Fsatin","Satin",[455,456,457],"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 .s9osk, html code.shiki .s9osk{--shiki-default:#FFAB70}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 .sDLfK, html code.shiki .sDLfK{--shiki-default:#79B8FF}",{"title":164,"searchDepth":356,"depth":356,"links":459},[460,461,462,463],{"id":238,"depth":356,"text":239},{"id":323,"depth":356,"text":324},{"id":414,"depth":356,"text":415},{"id":446,"depth":356,"text":447},"Materials & surfaces",false,"The value, slope and curvature of any field at a point: `value`, `dx`, `dy` and `curvature`.",null,"md","light","Noise, light & materials","function",{},true,"\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Ffdcurvature",{"title":131,"description":466},"https:\u002F\u002Fgithub.com\u002Fshader-effects-inc\u002Fshaders\u002Fblob\u002Fmain\u002Fpackages\u002Fcore\u002Fsrc\u002Fstd\u002Fpaint\u002Fmaterials.ts#L1027","docs\u002Fprimitives\u002F14.materials\u002F55.fdcurvature","ZEXLLiCbjh33DKpcARDqvMEyBmQOI2EbfocJApGCDs4"]