[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"github-stars":3,"guide-nav":5,"doc-\u002Fdocs\u002Fprimitives\u002Fpaint\u002Fnoisefield":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":169,"categorySlug":169,"categoryTitle":362,"curated":363,"description":142,"editUrl":364,"extension":365,"group":169,"groupTitle":366,"kind":367,"meta":368,"navigation":369,"path":370,"seo":371,"sourceUrl":372,"stem":373,"wordCount":364,"__hash__":374},"primitives\u002Fdocs\u002Fprimitives\u002F6.paint\u002F6.noisefield.md","noiseField",{"type":133,"value":134,"toc":355},"minimark",[135,139,143,164,179,190,195,232,236,294,298,328,332,351],[136,137,131],"h1",{"id":138},"noisefield",[140,141,142],"p",{},"A field of smooth noise in the chosen flavor.",[144,145,150],"pre",{"className":146,"code":147,"language":148,"meta":149,"style":149},"language-ts shiki shiki-themes github-dark","noiseField(basis: NoiseBasis): 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","(basis: NoiseBasis): Field\n",[140,165,166,167,170,171,174,175,178],{},"Import ",[10,168,169],{},"paint"," from ",[10,172,173],{},"shaders\u002Fstd"," and use ",[10,176,177],{},"paint.noiseField",".",[140,180,181,182,185,186,189],{},"Noise needs a 3D coordinate, so put it inside ",[10,183,184],{},"scaledVolume"," (and ",[10,187,188],{},"warped"," for motion).",[191,192,194],"h2",{"id":193},"parameters","Parameters",[196,197,198,214],"table",{},[199,200,201],"thead",{},[202,203,204,208,211],"tr",{},[205,206,207],"th",{},"Name",[205,209,210],{},"Type",[205,212,213],{},"Notes",[215,216,217],"tbody",{},[202,218,219,225,230],{},[220,221,222],"td",{},[10,223,224],{},"basis",[220,226,227],{},[10,228,229],{},"NoiseBasis",[220,231],{},[191,233,235],{"id":234},"example","Example",[144,237,239],{"className":146,"code":238,"language":148,"meta":149,"style":149},"paint: rampOver(scaledVolume(noiseField('mx3'), {scale: p('scale')}), stops(p('colorSpace')))\n",[10,240,241],{"__ignoreMap":149},[153,242,243,245,248,251,254,256,258,260,262,266,269,271,273,276,279,282,284,286,288,291],{"class":155,"line":156},[153,244,169],{"class":159},[153,246,247],{"class":162},": ",[153,249,250],{"class":159},"rampOver",[153,252,253],{"class":162},"(",[153,255,184],{"class":159},[153,257,253],{"class":162},[153,259,131],{"class":159},[153,261,253],{"class":162},[153,263,265],{"class":264},"sU2Wk","'mx3'",[153,267,268],{"class":162},"), {scale: ",[153,270,140],{"class":159},[153,272,253],{"class":162},[153,274,275],{"class":264},"'scale'",[153,277,278],{"class":162},")}), ",[153,280,281],{"class":159},"stops",[153,283,253],{"class":162},[153,285,140],{"class":159},[153,287,253],{"class":162},[153,289,290],{"class":264},"'colorSpace'",[153,292,293],{"class":162},")))\n",[191,295,297],{"id":296},"see-also","See also",[299,300,301,311,319],"ul",{},[302,303,304,310],"li",{},[305,306,308],"a",{"href":307},"\u002Fdocs\u002Fprimitives\u002Fpaint\u002Fscaledvolume",[10,309,184],{}," — Gives a noise field a zoomable, aspect-correct coordinate.",[302,312,313,318],{},[305,314,316],{"href":315},"\u002Fdocs\u002Fprimitives\u002Fpaint\u002Fwarped",[10,317,188],{}," — Makes a field flow like liquid by bending its coordinate with moving noise.",[302,320,321,327],{},[305,322,324],{"href":323},"\u002Fdocs\u002Fprimitives\u002Fpaint\u002Ftone",[10,325,326],{},"tone"," — Reshapes a 0–1 field with glow, contrast and balance controls, then flips it.",[191,329,331],{"id":330},"used-by","Used by",[140,333,334,338,339,338,343,338,347],{},[305,335,337],{"href":336},"\u002Fdocs\u002Fcomponents\u002Fblocknoise","BlockNoise",", ",[305,340,342],{"href":341},"\u002Fdocs\u002Fcomponents\u002Fperlinnoise","PerlinNoise",[305,344,346],{"href":345},"\u002Fdocs\u002Fcomponents\u002Fplasma","Plasma",[305,348,350],{"href":349},"\u002Fdocs\u002Fcomponents\u002Fsimplexnoise","SimplexNoise",[352,353,354],"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}",{"title":149,"searchDepth":356,"depth":356,"links":357},2,[358,359,360,361],{"id":193,"depth":356,"text":194},{"id":234,"depth":356,"text":235},{"id":296,"depth":356,"text":297},{"id":330,"depth":356,"text":331},"Fields, palettes & ramps",false,null,"md","Painting","function",{},true,"\u002Fdocs\u002Fprimitives\u002Fpaint\u002Fnoisefield",{"title":131,"description":142},"https:\u002F\u002Fgithub.com\u002Fshader-effects-inc\u002Fshaders\u002Fblob\u002Fmain\u002Fpackages\u002Fcore\u002Fsrc\u002Fstd\u002Fpaint\u002Ffields.ts#L506","docs\u002Fprimitives\u002F6.paint\u002F6.noisefield","jRHIJJqgWoYLBYZhr5wceHn1znswphuFsmmFQDBlHk8"]