[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"github-stars":3,"guide-nav":5,"doc-\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Fgeometricnormal":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":210,"categorySlug":210,"categoryTitle":442,"curated":443,"description":142,"editUrl":444,"extension":445,"group":446,"groupTitle":447,"kind":448,"meta":449,"navigation":450,"path":451,"seo":452,"sourceUrl":453,"stem":454,"wordCount":444,"__hash__":455},"primitives\u002Fdocs\u002Fprimitives\u002F14.materials\u002F3.geometricnormal.md","geometricNormal",{"type":133,"value":134,"toc":436},"minimark",[135,139,143,205,220,243,248,313,317,340,358,362,401,405,432],[136,137,131],"h1",{"id":138},"geometricnormal",[140,141,142],"p",{},"The surface normal of the shape, whichever kind of shape is active.",[144,145,150],"pre",{"className":146,"code":147,"language":148,"meta":149,"style":149},"language-ts shiki shiki-themes github-dark","geometricNormal(\n  frame: SurfaceFrame,\n  field: SurfaceField,\n  opts: {bevelWidth: Expr; bevelShape: Expr; sharpness?: number; eps?: number; hint?: string},\n): Expr\n","ts","",[10,151,152,164,170,176,199],{"__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","(\n",[153,165,167],{"class":155,"line":166},2,[153,168,169],{"class":162},"  frame: SurfaceFrame,\n",[153,171,173],{"class":155,"line":172},3,[153,174,175],{"class":162},"  field: SurfaceField,\n",[153,177,179,182,186,189,191,194,196],{"class":155,"line":178},4,[153,180,181],{"class":162},"  opts: {bevelWidth: Expr; bevelShape: Expr; sharpness",[153,183,185],{"class":184},"snl16","?:",[153,187,188],{"class":162}," number; eps",[153,190,185],{"class":184},[153,192,193],{"class":162}," number; hint",[153,195,185],{"class":184},[153,197,198],{"class":162}," string},\n",[153,200,202],{"class":155,"line":201},5,[153,203,204],{"class":162},"): Expr\n",[140,206,207,208,211,212,215,216,219],{},"Import ",[10,209,210],{},"materials"," from ",[10,213,214],{},"shaders\u002Fstd"," and use ",[10,217,218],{},"materials.geometricNormal",".",[140,221,222,223,226,227,230,231,234,235,238,239,242],{},"A 3D shape takes its normal from the marched depth. A flat shape takes a normal that tilts away from the face near the edge, over ",[10,224,225],{},"bevelWidth"," (in the units of ",[10,228,229],{},"field.sdf",") with the profile ",[10,232,233],{},"bevelShape"," (0 round, 1 machined). ",[10,236,237],{},"sharpness"," clamps the 3D slope (default 5, lower is calmer). ",[10,240,241],{},"eps"," must match the stencil step (default 0.01). Needs a stencil with neighbour taps.",[244,245,247],"h2",{"id":246},"parameters","Parameters",[249,250,251,267],"table",{},[252,253,254],"thead",{},[255,256,257,261,264],"tr",{},[258,259,260],"th",{},"Name",[258,262,263],{},"Type",[258,265,266],{},"Notes",[268,269,270,285,299],"tbody",{},[255,271,272,278,283],{},[273,274,275],"td",{},[10,276,277],{},"frame",[273,279,280],{},[10,281,282],{},"SurfaceFrame",[273,284],{},[255,286,287,292,297],{},[273,288,289],{},[10,290,291],{},"field",[273,293,294],{},[10,295,296],{},"SurfaceField",[273,298],{},[255,300,301,306,311],{},[273,302,303],{},[10,304,305],{},"opts",[273,307,308],{},[10,309,310],{},"{bevelWidth: Expr; bevelShape: Expr; sharpness?: number; eps?: number; hint?: string}",[273,312],{},[244,314,316],{"id":315},"example","Example",[144,318,320],{"className":146,"code":319,"language":148,"meta":149,"style":149},"const n = geometricNormal(frame, field, {bevelWidth: u.bevelWidth, bevelShape: u.bevelShape})\n",[10,321,322],{"__ignoreMap":149},[153,323,324,327,331,334,337],{"class":155,"line":156},[153,325,326],{"class":184},"const",[153,328,330],{"class":329},"sDLfK"," n",[153,332,333],{"class":184}," =",[153,335,336],{"class":159}," geometricNormal",[153,338,339],{"class":162},"(frame, field, {bevelWidth: u.bevelWidth, bevelShape: u.bevelShape})\n",[341,342,343],"blockquote",{},[140,344,345,349,350,353,354,357],{},[346,347,348],"strong",{},"Tip."," Add relief with ",[10,351,352],{},"nudgeNormal"," or ",[10,355,356],{},"tiltNormal"," after this, never before.",[244,359,361],{"id":360},"see-also","See also",[363,364,365,376,384,392],"ul",{},[366,367,368,375],"li",{},[369,370,372],"a",{"href":371},"\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Fmarchednormal",[10,373,374],{},"marchedNormal"," — The surface normal of a 3D shape, from the marched depth.",[366,377,378,383],{},[369,379,381],{"href":380},"\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Fnudgenormal",[10,382,352],{}," — Tilts a normal by a slope in x and y, turning a height field into relief.",[366,385,386,391],{},[369,387,389],{"href":388},"\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Ftiltnormal",[10,390,356],{}," — Tilts a normal along and across a direction, for brushed or woven relief.",[366,393,394,400],{},[369,395,397],{"href":396},"\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Ffieldslope",[10,398,399],{},"fieldSlope"," — The direction the shape's distance grows in: a 2D vector pointing outward at this pixel.",[244,402,404],{"id":403},"used-by","Used by",[140,406,407,411,412,411,416,411,420,411,424,411,428],{},[369,408,410],{"href":409},"\u002Fdocs\u002Fcomponents\u002Fbrushedmetal","BrushedMetal",", ",[369,413,415],{"href":414},"\u002Fdocs\u002Fcomponents\u002Fcarbonfiber","CarbonFiber",[369,417,419],{"href":418},"\u002Fdocs\u002Fcomponents\u002Firradiance","Irradiance",[369,421,423],{"href":422},"\u002Fdocs\u002Fcomponents\u002Fliquidmetal","LiquidMetal",[369,425,427],{"href":426},"\u002Fdocs\u002Fcomponents\u002Fnebula","Nebula",[369,429,431],{"href":430},"\u002Fdocs\u002Fcomponents\u002Fobsidian","Obsidian",[433,434,435],"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}",{"title":149,"searchDepth":166,"depth":166,"links":437},[438,439,440,441],{"id":246,"depth":166,"text":247},{"id":315,"depth":166,"text":316},{"id":360,"depth":166,"text":361},{"id":403,"depth":166,"text":404},"Materials & surfaces",false,null,"md","light","Noise, light & materials","function",{},true,"\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Fgeometricnormal",{"title":131,"description":142},"https:\u002F\u002Fgithub.com\u002Fshader-effects-inc\u002Fshaders\u002Fblob\u002Fmain\u002Fpackages\u002Fcore\u002Fsrc\u002Fstd\u002Fpaint\u002Fmaterials.ts#L365","docs\u002Fprimitives\u002F14.materials\u002F3.geometricnormal","ge3f71Ic_4_fQCt_1ICfaEYuD7D-7L4MM2qRNp1gSjc"]