[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"github-stars":3,"guide-nav":5,"doc-\u002Fdocs\u002Fprimitives\u002Fpaint\u002Fscatteredanchors":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":191,"categorySlug":191,"categoryTitle":433,"curated":434,"description":435,"editUrl":436,"extension":437,"group":191,"groupTitle":438,"kind":439,"meta":440,"navigation":441,"path":442,"seo":443,"sourceUrl":444,"stem":445,"wordCount":436,"__hash__":446},"primitives\u002Fdocs\u002Fprimitives\u002F6.paint\u002F22.scatteredanchors.md","scatteredAnchors",{"type":133,"value":134,"toc":427},"minimark",[135,139,147,186,201,222,227,278,282,396,400,413,417,423],[136,137,131],"h1",{"id":138},"scatteredanchors",[140,141,142,143,146],"p",{},"Computes the ",[10,144,145],{},"scatterField"," points once per frame instead of once per pixel.",[148,149,154],"pre",{"className":150,"code":151,"language":152,"meta":153,"style":153},"language-ts shiki shiki-themes github-dark","scatteredAnchors(\n  params: GpuFragmentParams,\n  slots: {count: PropRef; seed: PropRef; drift: PropRef; field: string},\n): Expr\n","ts","",[10,155,156,168,174,180],{"__ignoreMap":153},[157,158,161,164],"span",{"class":159,"line":160},"line",1,[157,162,131],{"class":163},"svObZ",[157,165,167],{"class":166},"s95oV","(\n",[157,169,171],{"class":159,"line":170},2,[157,172,173],{"class":166},"  params: GpuFragmentParams,\n",[157,175,177],{"class":159,"line":176},3,[157,178,179],{"class":166},"  slots: {count: PropRef; seed: PropRef; drift: PropRef; field: string},\n",[157,181,183],{"class":159,"line":182},4,[157,184,185],{"class":166},"): Expr\n",[140,187,188,189,192,193,196,197,200],{},"Import ",[10,190,191],{},"paint"," from ",[10,194,195],{},"shaders\u002Fstd"," and use ",[10,198,199],{},"paint.scatteredAnchors",".",[140,202,203,204,207,208,211,212,215,216,218,219,200],{},"Declare a field on the definition, ",[10,205,206],{},"extraFields: {meshAnchors: {schema: schema.arrayOf(schema.vec4f, 4), initial: new Array(16).fill(0)}}",", name it in ",[10,209,210],{},"field",", and pass the result as ",[10,213,214],{},"anchors"," to ",[10,217,145],{},". The points follow the layer's clock, so declare ",[10,220,221],{},"animatedTime",[223,224,226],"h2",{"id":225},"parameters","Parameters",[228,229,230,246],"table",{},[231,232,233],"thead",{},[234,235,236,240,243],"tr",{},[237,238,239],"th",{},"Name",[237,241,242],{},"Type",[237,244,245],{},"Notes",[247,248,249,264],"tbody",{},[234,250,251,257,262],{},[252,253,254],"td",{},[10,255,256],{},"params",[252,258,259],{},[10,260,261],{},"GpuFragmentParams",[252,263],{},[234,265,266,271,276],{},[252,267,268],{},[10,269,270],{},"slots",[252,272,273],{},[10,274,275],{},"{count: PropRef; seed: PropRef; drift: PropRef; field: string}",[252,277],{},[223,279,281],{"id":280},"example","Example",[148,283,285],{"className":150,"code":284,"language":152,"meta":153,"style":153},"const anchors = scatteredAnchors(params, {count: p('count'), seed: p('seed'), drift: p('drift'), field: 'meshAnchors'})\nconst t = scatterField({at: uv, count: uniformOf(p('count'), params), seed, drift: 0, aspect: 1, time: 0, softness: 3, anchors})\n",[10,286,287,344],{"__ignoreMap":153},[157,288,289,293,297,300,303,306,308,311,315,318,320,322,325,328,330,332,335,338,341],{"class":159,"line":160},[157,290,292],{"class":291},"snl16","const",[157,294,296],{"class":295},"sDLfK"," anchors",[157,298,299],{"class":291}," =",[157,301,302],{"class":163}," scatteredAnchors",[157,304,305],{"class":166},"(params, {count: ",[157,307,140],{"class":163},[157,309,310],{"class":166},"(",[157,312,314],{"class":313},"sU2Wk","'count'",[157,316,317],{"class":166},"), seed: ",[157,319,140],{"class":163},[157,321,310],{"class":166},[157,323,324],{"class":313},"'seed'",[157,326,327],{"class":166},"), drift: ",[157,329,140],{"class":163},[157,331,310],{"class":166},[157,333,334],{"class":313},"'drift'",[157,336,337],{"class":166},"), field: ",[157,339,340],{"class":313},"'meshAnchors'",[157,342,343],{"class":166},"})\n",[157,345,346,348,351,353,356,359,362,364,366,368,370,373,376,379,382,385,387,390,393],{"class":159,"line":170},[157,347,292],{"class":291},[157,349,350],{"class":295}," t",[157,352,299],{"class":291},[157,354,355],{"class":163}," scatterField",[157,357,358],{"class":166},"({at: uv, count: ",[157,360,361],{"class":163},"uniformOf",[157,363,310],{"class":166},[157,365,140],{"class":163},[157,367,310],{"class":166},[157,369,314],{"class":313},[157,371,372],{"class":166},"), params), seed, drift: ",[157,374,375],{"class":295},"0",[157,377,378],{"class":166},", aspect: ",[157,380,381],{"class":295},"1",[157,383,384],{"class":166},", time: ",[157,386,375],{"class":295},[157,388,389],{"class":166},", softness: ",[157,391,392],{"class":295},"3",[157,394,395],{"class":166},", anchors})\n",[223,397,399],{"id":398},"see-also","See also",[401,402,403],"ul",{},[404,405,406,412],"li",{},[407,408,410],"a",{"href":409},"\u002Fdocs\u002Fprimitives\u002Fpaint\u002Fscatterfield",[10,411,145],{}," — A mesh-gradient field: up to 8 drifting points scattered across the canvas, blended by nearness.",[223,414,416],{"id":415},"used-by","Used by",[140,418,419],{},[407,420,422],{"href":421},"\u002Fdocs\u002Fcomponents\u002Fmeshgradient","MeshGradient",[424,425,426],"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 .snl16, html code.shiki .snl16{--shiki-default:#F97583}html pre.shiki code .sDLfK, html code.shiki .sDLfK{--shiki-default:#79B8FF}html pre.shiki code .sU2Wk, html code.shiki .sU2Wk{--shiki-default:#9ECBFF}",{"title":153,"searchDepth":170,"depth":170,"links":428},[429,430,431,432],{"id":225,"depth":170,"text":226},{"id":280,"depth":170,"text":281},{"id":398,"depth":170,"text":399},{"id":415,"depth":170,"text":416},"Fields, palettes & ramps",false,"Computes the `scatterField` points once per frame instead of once per pixel.",null,"md","Painting","function",{},true,"\u002Fdocs\u002Fprimitives\u002Fpaint\u002Fscatteredanchors",{"title":131,"description":435},"https:\u002F\u002Fgithub.com\u002Fshader-effects-inc\u002Fshaders\u002Fblob\u002Fmain\u002Fpackages\u002Fcore\u002Fsrc\u002Fstd\u002Fpaint\u002Ffields.ts#L691","docs\u002Fprimitives\u002F6.paint\u002F22.scatteredanchors","6RR6foMjwdmW74pgA9iphB5XCrwK5LEo3bNwlGWYuNo"]