[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"github-stars":3,"guide-nav":5,"doc-\u002Fdocs\u002Fprimitives\u002Fnoise\u002Fdrapedfolds":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 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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, 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",[10,212,213],{},"noise.drapedFolds",".",[140,216,217,220,221,224,225,228,229,232,233,236,237,240,241,244,245,248,249,252,253,256,257,260,261,264,265,268,269,272,273,276,277,280],{},[10,218,219],{},"coords"," come from a ",[10,222,223],{},"directionFrame",": ",[10,226,227],{},"along"," runs 0 at the pinned edge to 1 at the free edge, ",[10,230,231],{},"across"," is the distance across the drape in the units ",[10,234,235],{},"foldSet"," laid the folds out in. ",[10,238,239],{},"ripple.waves"," is a ",[10,242,243],{},"wavyLine"," wave list each spine wanders by (every fold starts at its own phase) and ",[10,246,247],{},"ripple.gain"," scales it. ",[10,250,251],{},"sway"," moves all the folds together on the clock, like a breeze. ",[10,254,255],{},"swell"," makes each ridge rise and fall along its length so neighbours merge and part. ",[10,258,259],{},"pinning"," (0–1) gathers the folds at the pinned edge: narrow and still there, wide and free at the far edge. ",[10,262,263],{},"sharpness"," (default 2) is how tightly the ridge falls away and ",[10,266,267],{},"crease"," (0–1, default 0) flattens its crest into a plateau that meets the next fold in a tight valley: 0 is a round bell, 1 a flat face with a sharp crease. The result is a height in the units of each fold's ",[10,270,271],{},"height",". Take its slope with ",[10,274,275],{},"fdSlope"," or ",[10,278,279],{},"fdCurvature"," for relief.",[282,283,285],"h2",{"id":284},"parameters","Parameters",[287,288,289,305],"table",{},[290,291,292],"thead",{},[293,294,295,299,302],"tr",{},[296,297,298],"th",{},"Name",[296,300,301],{},"Type",[296,303,304],{},"Notes",[306,307,308,322,336],"tbody",{},[293,309,310,315,320],{},[311,312,313],"td",{},[10,314,219],{},[311,316,317],{},[10,318,319],{},"{along: Expr | number; across: Expr | number}",[311,321],{},[293,323,324,329,334],{},[311,325,326],{},[10,327,328],{},"folds",[311,330,331],{},[10,332,333],{},"Fold[]",[311,335],{},[293,337,338,343,348],{},[311,339,340],{},[10,341,342],{},"opts",[311,344,345],{},[10,346,347],{},"DrapeOptions",[311,349],{},[282,351,353],{"id":352},"example","Example",[144,355,357],{"className":146,"code":356,"language":148,"meta":149,"style":149},"const cloth = (at: Expr) => drapedFolds(drape.coordsOf(at), folds, {time: t, ripple: {waves: RIPPLE}, sway: {amount: breeze}, pinning: u.pinning})\nconst relief = fdCurvature(cloth, q, 0.004)\n",[10,358,359,408],{"__ignoreMap":149},[153,360,361,364,367,370,373,377,380,383,386,389,392,395,398,401,405],{"class":155,"line":156},[153,362,363],{"class":172},"const",[153,365,366],{"class":159}," cloth",[153,368,369],{"class":172}," =",[153,371,372],{"class":162}," (",[153,374,376],{"class":375},"s9osk","at",[153,378,379],{"class":172},":",[153,381,382],{"class":159}," Expr",[153,384,385],{"class":162},") ",[153,387,388],{"class":172},"=>",[153,390,391],{"class":159}," drapedFolds",[153,393,394],{"class":162},"(drape.",[153,396,397],{"class":159},"coordsOf",[153,399,400],{"class":162},"(at), folds, {time: t, ripple: {waves: ",[153,402,404],{"class":403},"sDLfK","RIPPLE",[153,406,407],{"class":162},"}, sway: {amount: breeze}, pinning: u.pinning})\n",[153,409,410,412,415,417,420,423,426],{"class":155,"line":166},[153,411,363],{"class":172},[153,413,414],{"class":403}," relief",[153,416,369],{"class":172},[153,418,419],{"class":159}," fdCurvature",[153,421,422],{"class":162},"(cloth, q, ",[153,424,425],{"class":403},"0.004",[153,427,428],{"class":162},")\n",[430,431,432],"blockquote",{},[140,433,434,438],{},[435,436,437],"strong",{},"Tip."," Keep the wave list and swell as constants next to the definition. They are the look.",[282,440,442],{"id":441},"see-also","See also",[444,445,446,464,472],"ul",{},[447,448,449,455,456,459,460,463],"li",{},[450,451,453],"a",{"href":452},"\u002Fdocs\u002Fprimitives\u002Fnoise\u002Ffoldset",[10,454,235],{}," — Lays out the ridges of a draped cloth: ",[10,457,458],{},"count"," folds spread evenly across ",[10,461,462],{},"spread",", each nudged sideways, widened and raised by a seeded amount so no two are alike.",[447,465,466,471],{},[450,467,469],{"href":468},"\u002Fdocs\u002Fprimitives\u002Fnoise\u002Fwavyline",[10,470,243],{}," — The height of an animated wavy line at a point along it: a stack of traveling sines.",[447,473,474,479,480,483,484,487,488,214],{},[450,475,477],{"href":476},"\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Ffdslope",[10,478,275],{}," — The value and slope of any field at a point: ",[10,481,482],{},"value",", ",[10,485,486],{},"dx"," and ",[10,489,490],{},"dy",[282,492,494],{"id":493},"used-by","Used by",[140,496,497],{},[450,498,500],{"href":499},"\u002Fdocs\u002Fcomponents\u002Fsatin","Satin",[502,503,504],"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 .s9osk, html code.shiki .s9osk{--shiki-default:#FFAB70}html pre.shiki code .sDLfK, html code.shiki .sDLfK{--shiki-default:#79B8FF}",{"title":149,"searchDepth":166,"depth":166,"links":506},[507,508,509,510],{"id":284,"depth":166,"text":285},{"id":352,"depth":166,"text":353},{"id":441,"depth":166,"text":442},{"id":493,"depth":166,"text":494},"Noise",false,null,"md","light","Noise, light & materials","function",{},true,"\u002Fdocs\u002Fprimitives\u002Fnoise\u002Fdrapedfolds",{"title":131,"description":142},"https:\u002F\u002Fgithub.com\u002Fshader-effects-inc\u002Fshaders\u002Fblob\u002Fmain\u002Fpackages\u002Fcore\u002Fsrc\u002Fstd\u002Fpaint\u002Fnoise.ts#L271","docs\u002Fprimitives\u002F12.noise\u002F34.drapedfolds","-K1q3lglczn2_9J0ItseHs9QCNp6as8qXt1F5Mb0nAc"]