[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"github-stars":3,"guide-nav":5,"doc-\u002Fdocs\u002Fprimitives\u002Fpatterns\u002Fisocubefaces":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 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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 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Draw it in a ",[10,227,228],{},"'clockwise'"," ",[10,231,232],{},"cellFrame",[234,235,237],"h2",{"id":236},"parameters","Parameters",[239,240,241,257],"table",{},[242,243,244],"thead",{},[245,246,247,251,254],"tr",{},[248,249,250],"th",{},"Name",[248,252,253],{},"Type",[248,255,256],{},"Notes",[258,259,260],"tbody",{},[245,261,262,268,271],{},[263,264,265],"td",{},[10,266,267],{},"slots",[263,269,270],{},"`{",[263,272],{},[144,274,279],{"className":275,"code":277,"language":278},[276],"language-text","frame: PatternPaint\nthickness: PropRef\nsoftness: PropRef\n","text",[10,280,277],{"__ignoreMap":149},[140,282,283],{},"}` |  |",[234,285,287],{"id":286},"example","Example",[144,289,291],{"className":146,"code":290,"language":148,"meta":149,"style":149},"const faces = isoCubeFaces({frame: cellFrame({cells: p('cells'), rotation: p('rotation'), convention: 'clockwise'}), thickness: p('thickness'), softness: p('softness')})\n\u002F\u002F paint: opaque(mixOf(times(rgbOf(cubeColor), 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softness: ",[153,355,140],{"class":159},[153,357,321],{"class":162},[153,359,360],{"class":324},"'softness'",[153,362,363],{"class":162},")})\n",[153,365,366],{"class":155,"line":166},[153,367,369],{"class":368},"sAwPA","\u002F\u002F paint: opaque(mixOf(times(rgbOf(cubeColor), faces.tone), rgbOf(p('lineColor')), faces.wire))\n",[234,371,373],{"id":372},"see-also","See also",[375,376,377,387,399,408],"ul",{},[378,379,380,386],"li",{},[381,382,384],"a",{"href":383},"\u002Fdocs\u002Fprimitives\u002Fpatterns\u002Fcellframe",[10,385,232],{}," — The shared coordinate system of a tiled pattern: how many cells fit down the canvas height and how far the whole lattice is rotated.",[378,388,389,395,396,398],{},[381,390,392],{"href":391},"\u002Fdocs\u002Fprimitives\u002Fpatterns\u002Fhexlines",[10,393,394],{},"hexLines"," — Honeycomb lines (pointy-top hexagons) drawn in a ",[10,397,232],{},", plus a per-cell shade.",[378,400,401,407],{},[381,402,404],{"href":403},"\u002Fdocs\u002Fprimitives\u002Fpatterns\u002Ftimes",[10,405,406],{},"times"," — The product of two values: a mask scaled by a prop, an RGB dimmed by a shade, two masks combined.",[378,409,410,416],{},[381,411,413],{"href":412},"\u002Fdocs\u002Fprimitives\u002Fpatterns\u002Fopaque",[10,414,415],{},"opaque"," — An RGB value finished as a fully opaque color.",[234,418,420],{"id":419},"used-by","Used by",[140,422,423],{},[381,424,426],{"href":425},"\u002Fdocs\u002Fcomponents\u002Fisometriccubes","IsometricCubes",[428,429,430],"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 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