[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"github-stars":3,"guide-nav":5,"doc-\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Ftwinkle":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":168,"categorySlug":168,"categoryTitle":357,"curated":358,"description":141,"editUrl":359,"extension":360,"group":361,"groupTitle":362,"kind":363,"meta":364,"navigation":365,"path":366,"seo":367,"sourceUrl":368,"stem":369,"wordCount":359,"__hash__":370},"primitives\u002Fdocs\u002Fprimitives\u002F14.materials\u002F50.twinkle.md","twinkle",{"type":133,"value":134,"toc":350},"minimark",[135,138,142,163,178,197,202,265,269,318,322,336,340,346],[136,137,131],"h1",{"id":131},[139,140,141],"p",{},"A brightness factor that shimmers over time, different for each element.",[143,144,149],"pre",{"className":145,"code":146,"language":147,"meta":148,"style":148},"language-ts shiki shiki-themes github-dark","twinkle(t: Expr, phase: Expr, opts: {amount: Expr; rate: number; spread: number}): Expr\n","ts","",[10,150,151],{"__ignoreMap":148},[152,153,156,159],"span",{"class":154,"line":155},"line",1,[152,157,131],{"class":158},"svObZ",[152,160,162],{"class":161},"s95oV","(t: Expr, phase: Expr, opts: {amount: Expr; rate: number; spread: number}): Expr\n",[139,164,165,166,169,170,173,174,177],{},"Import ",[10,167,168],{},"materials"," from ",[10,171,172],{},"shaders\u002Fstd"," and use ",[10,175,176],{},"materials.twinkle",".",[139,179,180,181,184,185,188,189,192,193,196],{},"Ranges from ",[10,182,183],{},"1 − 2·amount"," to 1. ",[10,186,187],{},"phase"," is a per-element value (a noise or a hash) that keeps the elements out of step; ",[10,190,191],{},"rate"," is how fast, ",[10,194,195],{},"spread"," how differently they flicker.",[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",[222,223,224,239,251],"tbody",{},[209,225,226,232,237],{},[227,228,229],"td",{},[10,230,231],{},"t",[227,233,234],{},[10,235,236],{},"Expr",[227,238],{},[209,240,241,245,249],{},[227,242,243],{},[10,244,187],{},[227,246,247],{},[10,248,236],{},[227,250],{},[209,252,253,258,263],{},[227,254,255],{},[10,256,257],{},"opts",[227,259,260],{},[10,261,262],{},"{amount: Expr; rate: number; spread: number}",[227,264],{},[198,266,268],{"id":267},"example","Example",[143,270,272],{"className":145,"code":271,"language":147,"meta":148,"style":148},"shimmer: (v) => twinkle(t, v, {amount: 0.3, rate: 1.7, spread: 40})\n",[10,273,274],{"__ignoreMap":148},[152,275,276,279,282,286,289,293,296,299,303,306,309,312,315],{"class":154,"line":155},[152,277,278],{"class":158},"shimmer",[152,280,281],{"class":161},": (",[152,283,285],{"class":284},"s9osk","v",[152,287,288],{"class":161},") ",[152,290,292],{"class":291},"snl16","=>",[152,294,295],{"class":158}," twinkle",[152,297,298],{"class":161},"(t, v, {amount: ",[152,300,302],{"class":301},"sDLfK","0.3",[152,304,305],{"class":161},", rate: ",[152,307,308],{"class":301},"1.7",[152,310,311],{"class":161},", spread: ",[152,313,314],{"class":301},"40",[152,316,317],{"class":161},"})\n",[198,319,321],{"id":320},"see-also","See also",[323,324,325],"ul",{},[326,327,328,335],"li",{},[329,330,332],"a",{"href":331},"\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Fpointstars",[10,333,334],{},"pointStars"," — A plane of sparse glinting points: stars, glitter, dust.",[198,337,339],{"id":338},"used-by","Used by",[139,341,342],{},[329,343,345],{"href":344},"\u002Fdocs\u002Fcomponents\u002Fnebula","Nebula",[347,348,349],"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 .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 .s9osk, html code.shiki .s9osk{--shiki-default:#FFAB70}html pre.shiki code .snl16, html code.shiki .snl16{--shiki-default:#F97583}html pre.shiki code .sDLfK, html code.shiki .sDLfK{--shiki-default:#79B8FF}",{"title":148,"searchDepth":351,"depth":351,"links":352},2,[353,354,355,356],{"id":200,"depth":351,"text":201},{"id":267,"depth":351,"text":268},{"id":320,"depth":351,"text":321},{"id":338,"depth":351,"text":339},"Materials & surfaces",false,null,"md","light","Noise, light & materials","function",{},true,"\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Ftwinkle",{"title":131,"description":141},"https:\u002F\u002Fgithub.com\u002Fshader-effects-inc\u002Fshaders\u002Fblob\u002Fmain\u002Fpackages\u002Fcore\u002Fsrc\u002Fstd\u002Fpaint\u002Fmaterials.ts#L1174","docs\u002Fprimitives\u002F14.materials\u002F50.twinkle","rSYuHmq9yUBt9jnuvASILlUb_uVL00pmfe9X3xnkN0c"]