[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"github-stars":3,"guide-nav":5,"doc-\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Fsensorgrain":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":199,"categorySlug":199,"categoryTitle":364,"curated":365,"description":142,"editUrl":366,"extension":367,"group":368,"groupTitle":369,"kind":370,"meta":371,"navigation":372,"path":373,"seo":374,"sourceUrl":375,"stem":376,"wordCount":366,"__hash__":377},"primitives\u002Fdocs\u002Fprimitives\u002F14.materials\u002F48.sensorgrain.md","sensorGrain",{"type":133,"value":134,"toc":359},"minimark",[135,139,143,194,209,224,229,280,284,319,323,355],[136,137,131],"h1",{"id":138},"sensorgrain",[140,141,142],"p",{},"Adds a fine per-pixel brightness jitter, so rendered light reads as photographed.",[144,145,150],"pre",{"className":146,"code":147,"language":148,"meta":149,"style":149},"language-ts shiki shiki-themes github-dark","sensorGrain(\n  rgb: Expr,\n  opts: {amount: Expr | number; pixel: Expr; clock: Expr | number},\n): Expr\n","ts","",[10,151,152,164,170,188],{"__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},"  rgb: Expr,\n",[153,171,173,176,180,183,185],{"class":155,"line":172},3,[153,174,175],{"class":162},"  opts: {amount: Expr ",[153,177,179],{"class":178},"snl16","|",[153,181,182],{"class":162}," number; pixel: Expr; clock: Expr ",[153,184,179],{"class":178},[153,186,187],{"class":162}," number},\n",[153,189,191],{"class":155,"line":190},4,[153,192,193],{"class":162},"): Expr\n",[140,195,196,197,200,201,204,205,208],{},"Import ",[10,198,199],{},"materials"," from ",[10,202,203],{},"shaders\u002Fstd"," and use ",[10,206,207],{},"materials.sensorGrain",".",[140,210,211,212,215,216,219,220,223],{},"Each pixel is scaled by up to half of ",[10,213,214],{},"amount"," either way. ",[10,217,218],{},"pixel"," is the pixel coordinate (uv times the viewport size); ",[10,221,222],{},"clock"," re-rolls the grain each frame.",[225,226,228],"h2",{"id":227},"parameters","Parameters",[230,231,232,248],"table",{},[233,234,235],"thead",{},[236,237,238,242,245],"tr",{},[239,240,241],"th",{},"Name",[239,243,244],{},"Type",[239,246,247],{},"Notes",[249,250,251,266],"tbody",{},[236,252,253,259,264],{},[254,255,256],"td",{},[10,257,258],{},"rgb",[254,260,261],{},[10,262,263],{},"Expr",[254,265],{},[236,267,268,273,278],{},[254,269,270],{},[10,271,272],{},"opts",[254,274,275],{},[10,276,277],{},"{amount: Expr | number; pixel: Expr; clock: Expr | number}",[254,279],{},[225,281,283],{"id":282},"example","Example",[144,285,287],{"className":146,"code":286,"language":148,"meta":149,"style":149},"const rgb = sensorGrain(glow, {amount: 0.08, pixel: mul(uv, viewport), clock: t})\n",[10,288,289],{"__ignoreMap":149},[153,290,291,294,298,301,304,307,310,313,316],{"class":155,"line":156},[153,292,293],{"class":178},"const",[153,295,297],{"class":296},"sDLfK"," rgb",[153,299,300],{"class":178}," =",[153,302,303],{"class":159}," sensorGrain",[153,305,306],{"class":162},"(glow, {amount: ",[153,308,309],{"class":296},"0.08",[153,311,312],{"class":162},", pixel: ",[153,314,315],{"class":159},"mul",[153,317,318],{"class":162},"(uv, viewport), clock: t})\n",[225,320,322],{"id":321},"see-also","See also",[324,325,326,337,346],"ul",{},[327,328,329,336],"li",{},[330,331,333],"a",{"href":332},"\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Fhashnoise",[10,334,335],{},"hashNoise"," — Random 0–1 per point, with no smoothness between neighbours.",[327,338,339,345],{},[330,340,342],{"href":341},"\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Finterleavednoise",[10,343,344],{},"interleavedNoise"," — A 0–1 dither pattern over device pixels where neighbours differ as much as possible.",[327,347,348,354],{},[330,349,351],{"href":350},"\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Fexposuretone",[10,352,353],{},"exposureTone"," — Turns light that piles past 1 into a soft burn toward white, like film.",[356,357,358],"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":360},[361,362,363],{"id":227,"depth":166,"text":228},{"id":282,"depth":166,"text":283},{"id":321,"depth":166,"text":322},"Materials & surfaces",false,null,"md","light","Noise, light & materials","function",{},true,"\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Fsensorgrain",{"title":131,"description":142},"https:\u002F\u002Fgithub.com\u002Fshader-effects-inc\u002Fshaders\u002Fblob\u002Fmain\u002Fpackages\u002Fcore\u002Fsrc\u002Fstd\u002Fpaint\u002Fmaterials.ts#L1397","docs\u002Fprimitives\u002F14.materials\u002F48.sensorgrain","SzE7NyvCGZadwncnxil1_mQ6IRRG5UPRRpMJKBtTY7s"]