[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"github-stars":3,"guide-nav":5,"doc-\u002Fdocs\u002Fprimitives\u002Fmotion\u002Fcycle":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":183,"categorySlug":183,"categoryTitle":364,"curated":365,"description":366,"editUrl":367,"extension":368,"group":369,"groupTitle":370,"kind":371,"meta":372,"navigation":373,"path":374,"seo":375,"sourceUrl":376,"stem":377,"wordCount":367,"__hash__":378},"primitives\u002Fdocs\u002Fprimitives\u002F23.motion\u002F3.cycle.md","cycle",{"type":133,"value":134,"toc":358},"minimark",[135,138,150,178,193,209,214,264,268,319,323,354],[136,137,131],"h1",{"id":131},[139,140,141,142,145,146,149],"p",{},"A repeating cycle as two numbers: ",[10,143,144],{},"progress"," (0..1 through the current cycle) and ",[10,147,148],{},"index"," (which cycle this is).",[151,152,157],"pre",{"className":153,"code":154,"language":155,"meta":156,"style":156},"language-ts shiki shiki-themes github-dark","cycle(t: Expr, period: Expr | number): {progress: Expr; index: Expr}\n","ts","",[10,158,159],{"__ignoreMap":156},[160,161,164,167,171,175],"span",{"class":162,"line":163},"line",1,[160,165,131],{"class":166},"svObZ",[160,168,170],{"class":169},"s95oV","(t: Expr, period: Expr ",[160,172,174],{"class":173},"snl16","|",[160,176,177],{"class":169}," number): {progress: Expr; index: Expr}\n",[139,179,180,181,184,185,188,189,192],{},"Import ",[10,182,183],{},"motion"," from ",[10,186,187],{},"shaders\u002Fstd"," and use ",[10,190,191],{},"motion.cycle",".",[139,194,195,198,199,201,202,204,205,208],{},[10,196,197],{},"period"," is the cycle length in seconds. The \"every N seconds\" word: fade something in with ",[10,200,144],{},", and feed ",[10,203,148],{}," to ",[10,206,207],{},"cycleSeed"," when each pass should look different.",[210,211,213],"h2",{"id":212},"parameters","Parameters",[215,216,217,233],"table",{},[218,219,220],"thead",{},[221,222,223,227,230],"tr",{},[224,225,226],"th",{},"Name",[224,228,229],{},"Type",[224,231,232],{},"Notes",[234,235,236,251],"tbody",{},[221,237,238,244,249],{},[239,240,241],"td",{},[10,242,243],{},"t",[239,245,246],{},[10,247,248],{},"Expr",[239,250],{},[221,252,253,257,262],{},[239,254,255],{},[10,256,197],{},[239,258,259],{},[10,260,261],{},"Expr | number",[239,263],{},[210,265,267],{"id":266},"example","Example",[151,269,271],{"className":153,"code":270,"language":155,"meta":156,"style":156},"const {progress, index} = motion.cycle(animatedTime(params), 2) \u002F\u002F a new pass every 2 s\n",[10,272,273],{"__ignoreMap":156},[160,274,275,278,281,284,287,289,292,295,298,300,303,306,309,312,315],{"class":162,"line":163},[160,276,277],{"class":173},"const",[160,279,280],{"class":169}," {",[160,282,144],{"class":283},"sDLfK",[160,285,286],{"class":169},", ",[160,288,148],{"class":283},[160,290,291],{"class":169},"} ",[160,293,294],{"class":173},"=",[160,296,297],{"class":169}," motion.",[160,299,131],{"class":166},[160,301,302],{"class":169},"(",[160,304,305],{"class":166},"animatedTime",[160,307,308],{"class":169},"(params), ",[160,310,311],{"class":283},"2",[160,313,314],{"class":169},") ",[160,316,318],{"class":317},"sAwPA","\u002F\u002F a new pass every 2 s\n",[210,320,322],{"id":321},"see-also","See also",[324,325,326,336,345],"ul",{},[327,328,329,335],"li",{},[330,331,333],"a",{"href":332},"\u002Fdocs\u002Fprimitives\u002Fmotion\u002Fcycleseed",[10,334,207],{}," — A random but stable number, 0..1, for each cycle index.",[327,337,338,344],{},[330,339,341],{"href":340},"\u002Fdocs\u002Fprimitives\u002Fmotion\u002Fphase",[10,342,343],{},"phase"," — How far through a repeating cycle the clock is, 0..1.",[327,346,347,353],{},[330,348,350],{"href":349},"\u002Fdocs\u002Fprimitives\u002Fmotion\u002Fpulsetrain",[10,351,352],{},"pulseTrain"," — An on\u002Foff rhythm: 1 for the first part of each cycle, 0 for the rest.",[355,356,357],"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}html pre.shiki code .sAwPA, html code.shiki .sAwPA{--shiki-default:#6A737D}",{"title":156,"searchDepth":359,"depth":359,"links":360},2,[361,362,363],{"id":212,"depth":359,"text":213},{"id":266,"depth":359,"text":267},{"id":321,"depth":359,"text":322},"Motion & timing",false,"A repeating cycle as two numbers: `progress` (0..1 through the current cycle) and `index` (which cycle this is).",null,"md","space","Shapes, frames & warps","function",{},true,"\u002Fdocs\u002Fprimitives\u002Fmotion\u002Fcycle",{"title":131,"description":366},"https:\u002F\u002Fgithub.com\u002Fshader-effects-inc\u002Fshaders\u002Fblob\u002Fmain\u002Fpackages\u002Fcore\u002Fsrc\u002Fstd\u002Fmotion.ts#L54","docs\u002Fprimitives\u002F23.motion\u002F3.cycle","ZZKwr6XplfF2qkjUL3irEAPSbLyo3O-1SKfjvdhgqzo"]