[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"github-stars":3,"guide-nav":5,"doc-\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Flightvec3":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":184,"categorySlug":184,"categoryTitle":392,"curated":393,"description":394,"editUrl":395,"extension":396,"group":397,"groupTitle":398,"kind":399,"meta":400,"navigation":401,"path":402,"seo":403,"sourceUrl":404,"stem":405,"wordCount":395,"__hash__":406},"primitives\u002Fdocs\u002Fprimitives\u002F14.materials\u002F14.lightvec3.md","lightVec3",{"type":133,"value":134,"toc":385},"minimark",[135,139,147,179,194,204,209,277,281,319,323,362,366,381],[136,137,131],"h1",{"id":138},"lightvec3",[140,141,142,143,146],"p",{},"A 3D light direction from a ",[10,144,145],{},"direction()"," vector and an elevation.",[148,149,154],"pre",{"className":150,"code":151,"language":152,"meta":153,"style":153},"language-ts shiki shiki-themes github-dark","lightVec3(dir: Expr, z: number, hint: string = 'L'): Expr\n","ts","",[10,155,156],{"__ignoreMap":153},[157,158,161,164,168,172,176],"span",{"class":159,"line":160},"line",1,[157,162,131],{"class":163},"svObZ",[157,165,167],{"class":166},"s95oV","(dir: Expr, z: number, hint: string ",[157,169,171],{"class":170},"snl16","=",[157,173,175],{"class":174},"sU2Wk"," 'L'",[157,177,178],{"class":166},"): Expr\n",[140,180,181,182,185,186,189,190,193],{},"Import ",[10,183,184],{},"materials"," from ",[10,187,188],{},"shaders\u002Fstd"," and use ",[10,191,192],{},"materials.lightVec3",".",[140,195,196,199,200,203],{},[10,197,198],{},"z"," is negative for a light on the viewer's side of the surface (−0.6 raking to −0.9 frontal). Use it where a word wants a unit light vector. ",[10,201,202],{},"keyLightAt"," also gives the half vector for highlights.",[205,206,208],"h2",{"id":207},"parameters","Parameters",[210,211,212,228],"table",{},[213,214,215],"thead",{},[216,217,218,222,225],"tr",{},[219,220,221],"th",{},"Name",[219,223,224],{},"Type",[219,226,227],{},"Notes",[229,230,231,246,259],"tbody",{},[216,232,233,239,244],{},[234,235,236],"td",{},[10,237,238],{},"dir",[234,240,241],{},[10,242,243],{},"Expr",[234,245],{},[216,247,248,252,257],{},[234,249,250],{},[10,251,198],{},[234,253,254],{},[10,255,256],{},"number",[234,258],{},[216,260,261,266,271],{},[234,262,263],{},[10,264,265],{},"hint",[234,267,268],{},[10,269,270],{},"string",[234,272,273,274,193],{},"Optional. Default ",[10,275,276],{},"'L'",[205,278,280],{"id":279},"example","Example",[148,282,284],{"className":150,"code":283,"language":152,"meta":153,"style":153},"const L = lightVec3(direction(u.lightAngle), -0.7)\n",[10,285,286],{"__ignoreMap":153},[157,287,288,291,295,298,301,304,307,310,313,316],{"class":159,"line":160},[157,289,290],{"class":170},"const",[157,292,294],{"class":293},"sDLfK"," L",[157,296,297],{"class":170}," =",[157,299,300],{"class":163}," lightVec3",[157,302,303],{"class":166},"(",[157,305,306],{"class":163},"direction",[157,308,309],{"class":166},"(u.lightAngle), ",[157,311,312],{"class":170},"-",[157,314,315],{"class":293},"0.7",[157,317,318],{"class":166},")\n",[205,320,322],{"id":321},"see-also","See also",[324,325,326,344,353],"ul",{},[327,328,329,335,336,339,340,343],"li",{},[330,331,333],"a",{"href":332},"\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Fkeylightat",[10,334,202],{}," — A key light from an angle: the light direction ",[10,337,338],{},".L"," and the half vector ",[10,341,342],{},".H"," for highlights.",[327,345,346,352],{},[330,347,349],{"href":348},"\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Fanisospecular",[10,350,351],{},"anisoSpecular"," — A highlight stretched along a grain, as on brushed metal or carbon fibre.",[327,354,355,361],{},[330,356,358],{"href":357},"\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Flambert",[10,359,360],{},"lambert"," — How much a light falls on a surface: 0 facing away, 1 facing it.",[205,363,365],{"id":364},"used-by","Used by",[140,367,368,372,373,372,377],{},[330,369,371],{"href":370},"\u002Fdocs\u002Fcomponents\u002Fbrushedmetal","BrushedMetal",", ",[330,374,376],{"href":375},"\u002Fdocs\u002Fcomponents\u002Fcarbonfiber","CarbonFiber",[330,378,380],{"href":379},"\u002Fdocs\u002Fcomponents\u002Fsatin","Satin",[382,383,384],"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 .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":153,"searchDepth":386,"depth":386,"links":387},2,[388,389,390,391],{"id":207,"depth":386,"text":208},{"id":279,"depth":386,"text":280},{"id":321,"depth":386,"text":322},{"id":364,"depth":386,"text":365},"Materials & surfaces",false,"A 3D light direction from a `direction()` vector and an elevation.",null,"md","light","Noise, light & materials","function",{},true,"\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Flightvec3",{"title":131,"description":394},"https:\u002F\u002Fgithub.com\u002Fshader-effects-inc\u002Fshaders\u002Fblob\u002Fmain\u002Fpackages\u002Fcore\u002Fsrc\u002Fstd\u002Fpaint\u002Fmaterials.ts#L588","docs\u002Fprimitives\u002F14.materials\u002F14.lightvec3","AyToQlNSPXelVray14sKLulQsl5m_Y4uv55zizqBmQk"]