[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"github-stars":3,"guide-nav":5,"doc-\u002Fdocs\u002Fprimitives\u002Fnoise\u002Fsignedtone":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":169,"categorySlug":169,"categoryTitle":416,"curated":417,"description":142,"editUrl":418,"extension":419,"group":420,"groupTitle":421,"kind":422,"meta":423,"navigation":424,"path":425,"seo":426,"sourceUrl":427,"stem":428,"wordCount":418,"__hash__":429},"primitives\u002Fdocs\u002Fprimitives\u002F12.noise\u002F5.signedtone.md","signedTone",{"type":133,"value":134,"toc":409},"minimark",[135,139,143,164,179,203,208,259,263,370,374,395,399,405],[136,137,131],"h1",{"id":138},"signedtone",[140,141,142],"p",{},"Contrast and balance for a signed field (−1 to 1), applied before it is squashed to 0–1.",[144,145,150],"pre",{"className":146,"code":147,"language":148,"meta":149,"style":149},"language-ts shiki shiki-themes github-dark","signedTone(field: Field, slots: {contrast: PropRef; balance: PropRef}): Field\n","ts","",[10,151,152],{"__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","(field: Field, slots: {contrast: PropRef; balance: PropRef}): Field\n",[140,165,166,167,170,171,174,175,178],{},"Import ",[10,168,169],{},"noise"," from ",[10,172,173],{},"shaders\u002Fstd"," and use ",[10,176,177],{},"noise.signedTone",".",[140,180,181,182,185,186,189,190,193,194,196,197,200,201,178],{},"The same controls as ",[10,183,184],{},"noiseTone"," (",[10,187,188],{},"contrast"," 0 = unchanged, ",[10,191,192],{},"balance"," shifts), but working on the raw signed value lets high contrast push further before it clips. Flipped like ",[10,195,184],{},": a high field shows the first color. Use it in place of ",[10,198,199],{},"unitized"," plus ",[10,202,184],{},[204,205,207],"h2",{"id":206},"parameters","Parameters",[209,210,211,227],"table",{},[212,213,214],"thead",{},[215,216,217,221,224],"tr",{},[218,219,220],"th",{},"Name",[218,222,223],{},"Type",[218,225,226],{},"Notes",[228,229,230,245],"tbody",{},[215,231,232,238,243],{},[233,234,235],"td",{},[10,236,237],{},"field",[233,239,240],{},[10,241,242],{},"Field",[233,244],{},[215,246,247,252,257],{},[233,248,249],{},[10,250,251],{},"slots",[233,253,254],{},[10,255,256],{},"{contrast: PropRef; balance: PropRef}",[233,258],{},[204,260,262],{"id":261},"example","Example",[144,264,266],{"className":146,"code":265,"language":148,"meta":149,"style":149},"paint: rampOver(signedTone(seededPlane(evolving(noiseField('mx3signed'), {rate: 0.5}), {scale: p('scale'), seed: p('seed')}), {contrast: p('contrast'), balance: p('balance')}), stops(p('colorSpace')))\n",[10,267,268],{"__ignoreMap":149},[153,269,270,273,276,279,282,284,286,289,291,294,296,299,301,305,308,312,315,317,319,322,325,327,329,332,335,337,339,342,345,347,349,352,355,358,360,362,364,367],{"class":155,"line":156},[153,271,272],{"class":159},"paint",[153,274,275],{"class":162},": ",[153,277,278],{"class":159},"rampOver",[153,280,281],{"class":162},"(",[153,283,131],{"class":159},[153,285,281],{"class":162},[153,287,288],{"class":159},"seededPlane",[153,290,281],{"class":162},[153,292,293],{"class":159},"evolving",[153,295,281],{"class":162},[153,297,298],{"class":159},"noiseField",[153,300,281],{"class":162},[153,302,304],{"class":303},"sU2Wk","'mx3signed'",[153,306,307],{"class":162},"), {rate: ",[153,309,311],{"class":310},"sDLfK","0.5",[153,313,314],{"class":162},"}), {scale: ",[153,316,140],{"class":159},[153,318,281],{"class":162},[153,320,321],{"class":303},"'scale'",[153,323,324],{"class":162},"), seed: ",[153,326,140],{"class":159},[153,328,281],{"class":162},[153,330,331],{"class":303},"'seed'",[153,333,334],{"class":162},")}), {contrast: ",[153,336,140],{"class":159},[153,338,281],{"class":162},[153,340,341],{"class":303},"'contrast'",[153,343,344],{"class":162},"), balance: ",[153,346,140],{"class":159},[153,348,281],{"class":162},[153,350,351],{"class":303},"'balance'",[153,353,354],{"class":162},")}), ",[153,356,357],{"class":159},"stops",[153,359,281],{"class":162},[153,361,140],{"class":159},[153,363,281],{"class":162},[153,365,366],{"class":303},"'colorSpace'",[153,368,369],{"class":162},")))\n",[204,371,373],{"id":372},"see-also","See also",[375,376,377,387],"ul",{},[378,379,380,386],"li",{},[381,382,384],"a",{"href":383},"\u002Fdocs\u002Fprimitives\u002Fnoise\u002Fnoisetone",[10,385,184],{}," — The standard contrast and balance controls of a noise texture, turning a 0–1 field into the ramp position.",[378,388,389,394],{},[381,390,392],{"href":391},"\u002Fdocs\u002Fprimitives\u002Fnoise\u002Funitized",[10,393,199],{}," — Turns a signed field (−1 to 1) into a unit field (0 to 1).",[204,396,398],{"id":397},"used-by","Used by",[140,400,401],{},[381,402,404],{"href":403},"\u002Fdocs\u002Fcomponents\u002Fsimplexnoise","SimplexNoise",[406,407,408],"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 .sU2Wk, html code.shiki .sU2Wk{--shiki-default:#9ECBFF}html pre.shiki code .sDLfK, html code.shiki .sDLfK{--shiki-default:#79B8FF}",{"title":149,"searchDepth":410,"depth":410,"links":411},2,[412,413,414,415],{"id":206,"depth":410,"text":207},{"id":261,"depth":410,"text":262},{"id":372,"depth":410,"text":373},{"id":397,"depth":410,"text":398},"Noise",false,null,"md","light","Noise, light & materials","function",{},true,"\u002Fdocs\u002Fprimitives\u002Fnoise\u002Fsignedtone",{"title":131,"description":142},"https:\u002F\u002Fgithub.com\u002Fshader-effects-inc\u002Fshaders\u002Fblob\u002Fmain\u002Fpackages\u002Fcore\u002Fsrc\u002Fstd\u002Fpaint\u002Fnoise.ts#L694","docs\u002Fprimitives\u002F12.noise\u002F5.signedtone","nv3h89KB4hfBM8Cx5yftoNye-BjksuFBGw6R8I6GUEQ"]