[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"github-stars":3,"guide-nav":5,"doc-\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Ffieldslope":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":180,"categorySlug":180,"categoryTitle":360,"curated":361,"description":142,"editUrl":362,"extension":363,"group":364,"groupTitle":365,"kind":366,"meta":367,"navigation":368,"path":369,"seo":370,"sourceUrl":371,"stem":372,"wordCount":362,"__hash__":373},"primitives\u002Fdocs\u002Fprimitives\u002F14.materials\u002F10.fieldslope.md","fieldSlope",{"type":133,"value":134,"toc":353},"minimark",[135,139,143,175,190,197,202,256,260,282,286,318,322,349],[136,137,131],"h1",{"id":138},"fieldslope",[140,141,142],"p",{},"The direction the shape's distance grows in: a 2D vector pointing outward at this pixel.",[144,145,150],"pre",{"className":146,"code":147,"language":148,"meta":149,"style":149},"language-ts shiki shiki-themes github-dark","fieldSlope(field: SurfaceField, eps: number = 0.01): Expr\n","ts","",[10,151,152],{"__ignoreMap":149},[153,154,157,160,164,168,172],"span",{"class":155,"line":156},"line",1,[153,158,131],{"class":159},"svObZ",[153,161,163],{"class":162},"s95oV","(field: SurfaceField, eps: number ",[153,165,167],{"class":166},"snl16","=",[153,169,171],{"class":170},"sDLfK"," 0.01",[153,173,174],{"class":162},"): Expr\n",[140,176,177,178,181,182,185,186,189],{},"Import ",[10,179,180],{},"materials"," from ",[10,183,184],{},"shaders\u002Fstd"," and use ",[10,187,188],{},"materials.fieldSlope",".",[140,191,192,193,196],{},"Its length is about 1 on a flat shape. ",[10,194,195],{},"eps"," is the tap step (default 0.01) and must match the stencil step.",[198,199,201],"h2",{"id":200},"parameters","Parameters",[203,204,205,221],"table",{},[206,207,208],"thead",{},[209,210,211,215,218],"tr",{},[212,213,214],"th",{},"Name",[212,216,217],{},"Type",[212,219,220],{},"Notes",[222,223,224,239],"tbody",{},[209,225,226,232,237],{},[227,228,229],"td",{},[10,230,231],{},"field",[227,233,234],{},[10,235,236],{},"SurfaceField",[227,238],{},[209,240,241,245,250],{},[227,242,243],{},[10,244,195],{},[227,246,247],{},[10,248,249],{},"number",[227,251,252,253,189],{},"Optional. Default ",[10,254,255],{},"0.01",[198,257,259],{"id":258},"example","Example",[144,261,263],{"className":146,"code":262,"language":148,"meta":149,"style":149},"const grad = fieldSlope(field)\n",[10,264,265],{"__ignoreMap":149},[153,266,267,270,273,276,279],{"class":155,"line":156},[153,268,269],{"class":166},"const",[153,271,272],{"class":170}," grad",[153,274,275],{"class":166}," =",[153,277,278],{"class":159}," fieldSlope",[153,280,281],{"class":162},"(field)\n",[198,283,285],{"id":284},"see-also","See also",[287,288,289,300,309],"ul",{},[290,291,292,299],"li",{},[293,294,296],"a",{"href":295},"\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Fnearestedge",[10,297,298],{},"nearestEdge"," — The closest point on the shape's edge to this pixel, and the outward normal there.",[290,301,302,308],{},[293,303,305],{"href":304},"\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Fgeometricnormal",[10,306,307],{},"geometricNormal"," — The surface normal of the shape, whichever kind of shape is active.",[290,310,311,317],{},[293,312,314],{"href":313},"\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Ftiltalong",[10,315,316],{},"tiltAlong"," — Tilts a normal along one 2D direction by a slope amount.",[198,319,321],{"id":320},"used-by","Used by",[140,323,324,328,329,328,333,328,337,328,341,328,345],{},[293,325,327],{"href":326},"\u002Fdocs\u002Fcomponents\u002Fcrystal","Crystal",", ",[293,330,332],{"href":331},"\u002Fdocs\u002Fcomponents\u002Ffrost","Frost",[293,334,336],{"href":335},"\u002Fdocs\u002Fcomponents\u002Fholographic","Holographic",[293,338,340],{"href":339},"\u002Fdocs\u002Fcomponents\u002Firradiance","Irradiance",[293,342,344],{"href":343},"\u002Fdocs\u002Fcomponents\u002Fplastic","Plastic",[293,346,348],{"href":347},"\u002Fdocs\u002Fcomponents\u002Fwater","Water",[350,351,352],"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 .sDLfK, html code.shiki .sDLfK{--shiki-default:#79B8FF}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);}",{"title":149,"searchDepth":354,"depth":354,"links":355},2,[356,357,358,359],{"id":200,"depth":354,"text":201},{"id":258,"depth":354,"text":259},{"id":284,"depth":354,"text":285},{"id":320,"depth":354,"text":321},"Materials & surfaces",false,null,"md","light","Noise, light & materials","function",{},true,"\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Ffieldslope",{"title":131,"description":142},"https:\u002F\u002Fgithub.com\u002Fshader-effects-inc\u002Fshaders\u002Fblob\u002Fmain\u002Fpackages\u002Fcore\u002Fsrc\u002Fstd\u002Fpaint\u002Fmaterials.ts#L419","docs\u002Fprimitives\u002F14.materials\u002F10.fieldslope","xj3PF7OU0_b7JdVfMdeiI5xZL0AJB1DjQ1dbkLkEsvg"]