[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"github-stars":3,"guide-nav":5,"doc-\u002Fdocs\u002Fprimitives\u002Fnoise\u002Fclothcoords":129},{"stars":4},5507,[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":211,"categorySlug":211,"categoryTitle":483,"curated":484,"description":142,"editUrl":485,"extension":486,"group":487,"groupTitle":488,"kind":489,"meta":490,"navigation":491,"path":492,"seo":493,"sourceUrl":494,"stem":495,"wordCount":485,"__hash__":496},"primitives\u002Fdocs\u002Fprimitives\u002F12.noise\u002F33.clothcoords.md","clothCoords",{"type":133,"value":134,"toc":477},"minimark",[135,139,143,206,221,240,245,308,312,410,420,424,463,467,473],[136,137,131],"h1",{"id":138},"clothcoords",[140,141,142],"p",{},"Where on the unfolded cloth a point lands: the material coordinates to draw a pattern in, so it follows the folds instead of floating over them.",[144,145,150],"pre",{"className":146,"code":147,"language":148,"meta":149,"style":149},"language-ts shiki shiki-themes github-dark","clothCoords(\n  coords: {along: Expr | number; across: Expr | number},\n  folds: Fold[],\n  opts: DrapeOptions & {foreshorten?: number},\n): {along: Expr; across: Expr}\n","ts","",[10,151,152,164,182,188,200],{"__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",[153,165,167,170,174,177,179],{"class":155,"line":166},2,[153,168,169],{"class":162},"  coords: {along: Expr ",[153,171,173],{"class":172},"snl16","|",[153,175,176],{"class":162}," number; across: Expr ",[153,178,173],{"class":172},[153,180,181],{"class":162}," number},\n",[153,183,185],{"class":155,"line":184},3,[153,186,187],{"class":162},"  folds: Fold[],\n",[153,189,191,194,197],{"class":155,"line":190},4,[153,192,193],{"class":162},"  opts: DrapeOptions ",[153,195,196],{"class":172},"&",[153,198,199],{"class":162}," {foreshorten?: number},\n",[153,201,203],{"class":155,"line":202},5,[153,204,205],{"class":162},"): {along: Expr; across: Expr}\n",[140,207,208,209,212,213,216,217,220],{},"Import ",[10,210,211],{},"noise"," from ",[10,214,215],{},"shaders\u002Fstd"," and use ",[10,218,219],{},"noise.clothCoords",".",[140,222,223,224,227,228,231,232,235,236,239],{},"Takes the same ",[10,225,226],{},"coords",", ",[10,229,230],{},"folds"," and options as ",[10,233,234],{},"drapedFolds",". The cloth riding each ridge moves sideways with its spine, and each flank uses up cloth, so a pattern drawn in these coordinates bends with the ripples and bunches on the steep sides of every ridge. ",[10,237,238],{},"foreshorten"," (default 0.25) is how much cloth a flank consumes. Rebuild a point from the result with the drape's frame and hand it to a grain word in place of the screen point.",[241,242,244],"h2",{"id":243},"parameters","Parameters",[246,247,248,264],"table",{},[249,250,251],"thead",{},[252,253,254,258,261],"tr",{},[255,256,257],"th",{},"Name",[255,259,260],{},"Type",[255,262,263],{},"Notes",[265,266,267,281,294],"tbody",{},[252,268,269,274,279],{},[270,271,272],"td",{},[10,273,226],{},[270,275,276],{},[10,277,278],{},"{along: Expr | number; across: Expr | number}",[270,280],{},[252,282,283,287,292],{},[270,284,285],{},[10,286,230],{},[270,288,289],{},[10,290,291],{},"Fold[]",[270,293],{},[252,295,296,301,306],{},[270,297,298],{},[10,299,300],{},"opts",[270,302,303],{},[10,304,305],{},"DrapeOptions & {foreshorten?: number}",[270,307],{},[241,309,311],{"id":310},"example","Example",[144,313,315],{"className":146,"code":314,"language":148,"meta":149,"style":149},"const m = clothCoords(drape.coordsOf(q), folds, {...drapeOpts, foreshorten: 0.25})\nconst onCloth = add(mul(drape.tangent, m.along), mul(drape.perp, m.across))\nconst threads = grainNoise(fibre.coordsOf(onCloth), {freq: [12, 420]})\n",[10,316,317,353,379],{"__ignoreMap":149},[153,318,319,322,326,329,332,335,338,341,344,347,350],{"class":155,"line":156},[153,320,321],{"class":172},"const",[153,323,325],{"class":324},"sDLfK"," m",[153,327,328],{"class":172}," =",[153,330,331],{"class":159}," clothCoords",[153,333,334],{"class":162},"(drape.",[153,336,337],{"class":159},"coordsOf",[153,339,340],{"class":162},"(q), folds, {",[153,342,343],{"class":172},"...",[153,345,346],{"class":162},"drapeOpts, foreshorten: ",[153,348,349],{"class":324},"0.25",[153,351,352],{"class":162},"})\n",[153,354,355,357,360,362,365,368,371,374,376],{"class":155,"line":166},[153,356,321],{"class":172},[153,358,359],{"class":324}," onCloth",[153,361,328],{"class":172},[153,363,364],{"class":159}," add",[153,366,367],{"class":162},"(",[153,369,370],{"class":159},"mul",[153,372,373],{"class":162},"(drape.tangent, m.along), ",[153,375,370],{"class":159},[153,377,378],{"class":162},"(drape.perp, m.across))\n",[153,380,381,383,386,388,391,394,396,399,402,404,407],{"class":155,"line":184},[153,382,321],{"class":172},[153,384,385],{"class":324}," threads",[153,387,328],{"class":172},[153,389,390],{"class":159}," grainNoise",[153,392,393],{"class":162},"(fibre.",[153,395,337],{"class":159},[153,397,398],{"class":162},"(onCloth), {freq: [",[153,400,401],{"class":324},"12",[153,403,227],{"class":162},[153,405,406],{"class":324},"420",[153,408,409],{"class":162},"]})\n",[411,412,413],"blockquote",{},[140,414,415,419],{},[416,417,418],"strong",{},"Tip."," One more pass over the folds per pixel. Call it once and reuse the point.",[241,421,423],{"id":422},"see-also","See also",[425,426,427,437,454],"ul",{},[428,429,430,436],"li",{},[431,432,434],"a",{"href":433},"\u002Fdocs\u002Fprimitives\u002Fnoise\u002Fdrapedfolds",[10,435,234],{}," — The height of a draped cloth at a point: rounded ridges running along one direction, each rippling and swaying along its length, gathered where the cloth is pinned.",[428,438,439,445,446,449,450,453],{},[431,440,442],{"href":441},"\u002Fdocs\u002Fprimitives\u002Fnoise\u002Ffoldset",[10,443,444],{},"foldSet"," — Lays out the ridges of a draped cloth: ",[10,447,448],{},"count"," folds spread evenly across ",[10,451,452],{},"spread",", each nudged sideways, widened and raised by a seeded amount so no two are alike.",[428,455,456,462],{},[431,457,459],{"href":458},"\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Fgrainnoise",[10,460,461],{},"grainNoise"," — One octave of smooth signed noise along and across a direction, for grain.",[241,464,466],{"id":465},"used-by","Used by",[140,468,469],{},[431,470,472],{"href":471},"\u002Fdocs\u002Fcomponents\u002Fsatin","Satin",[474,475,476],"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":478},[479,480,481,482],{"id":243,"depth":166,"text":244},{"id":310,"depth":166,"text":311},{"id":422,"depth":166,"text":423},{"id":465,"depth":166,"text":466},"Noise",false,null,"md","light","Noise, light & materials","function",{},true,"\u002Fdocs\u002Fprimitives\u002Fnoise\u002Fclothcoords",{"title":131,"description":142},"https:\u002F\u002Fgithub.com\u002Fshader-effects-inc\u002Fshaders\u002Fblob\u002Fmain\u002Fpackages\u002Fcore\u002Fsrc\u002Fstd\u002Fpaint\u002Fnoise.ts#L299","docs\u002Fprimitives\u002F12.noise\u002F33.clothcoords","jVM7V4L_Hk7ypiiKOduCPBC6KqmfGh18HoZVWb1PdBA"]