[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"github-stars":3,"guide-nav":5,"doc-\u002Fdocs\u002Fprimitives\u002Fpatterns\u002Fquantise":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":168,"categorySlug":168,"categoryTitle":386,"curated":387,"description":141,"editUrl":388,"extension":389,"group":390,"groupTitle":391,"kind":392,"meta":393,"navigation":394,"path":395,"seo":396,"sourceUrl":397,"stem":398,"wordCount":388,"__hash__":399},"primitives\u002Fdocs\u002Fprimitives\u002F8.patterns\u002F31.quantise.md","quantise",{"type":133,"value":134,"toc":379},"minimark",[135,138,142,163,178,224,229,266,270,326,336,340,365,369,375],[136,137,131],"h1",{"id":131},[139,140,141],"p",{},"Reduces each grid cell of the layer inside to 0 or 1 using a dither pattern.",[143,144,149],"pre",{"className":145,"code":146,"language":147,"meta":148,"style":148},"language-ts shiki shiki-themes github-dark","quantise(slots: {grid: PixelGrid; pattern: PropRef; threshold: PropRef; spread: PropRef}): GatherStage\n","ts","",[10,150,151],{"__ignoreMap":148},[152,153,156,159],"span",{"class":154,"line":155},"line",1,[152,157,131],{"class":158},"svObZ",[152,160,162],{"class":161},"s95oV","(slots: {grid: PixelGrid; pattern: PropRef; threshold: PropRef; spread: PropRef}): GatherStage\n",[139,164,165,166,169,170,173,174,177],{},"Import ",[10,167,168],{},"patterns"," from ",[10,171,172],{},"shaders\u002Fstd"," and use ",[10,175,176],{},"patterns.quantise",".",[139,179,180,181,184,185,188,189,192,193,196,197,196,200,196,203,196,206,196,209,212,213,184,216,219,220,223],{},"Returns a per-pixel level for ",[10,182,183],{},"ditherInks",". ",[10,186,187],{},"pattern"," is a ",[10,190,191],{},"compileTime: true"," select prop with one of ",[10,194,195],{},"bayer2",", ",[10,198,199],{},"bayer4",[10,201,202],{},"bayer8",[10,204,205],{},"clusteredDot",[10,207,208],{},"blueNoise",[10,210,211],{},"whiteNoise"," or ",[10,214,215],{},"floydSteinberg",[10,217,218],{},"threshold"," 0–1 shifts the cut point; 0.5 is neutral. ",[10,221,222],{},"spread"," 0–1 is how much of the brightness range dithers; lower leaves more solid areas.",[225,226,228],"h2",{"id":227},"parameters","Parameters",[230,231,232,248],"table",{},[233,234,235],"thead",{},[236,237,238,242,245],"tr",{},[239,240,241],"th",{},"Name",[239,243,244],{},"Type",[239,246,247],{},"Notes",[249,250,251],"tbody",{},[236,252,253,259,264],{},[254,255,256],"td",{},[10,257,258],{},"slots",[254,260,261],{},[10,262,263],{},"{grid: PixelGrid; pattern: PropRef; threshold: PropRef; spread: PropRef}",[254,265],{},[225,267,269],{"id":268},"example","Example",[143,271,273],{"className":145,"code":272,"language":147,"meta":148,"style":148},"const levels = quantise({grid, pattern: p('pattern'), threshold: p('threshold'), spread: p('spread')})\n",[10,274,275],{"__ignoreMap":148},[152,276,277,281,285,288,291,294,296,299,303,306,308,310,313,316,318,320,323],{"class":154,"line":155},[152,278,280],{"class":279},"snl16","const",[152,282,284],{"class":283},"sDLfK"," levels",[152,286,287],{"class":279}," =",[152,289,290],{"class":158}," quantise",[152,292,293],{"class":161},"({grid, pattern: ",[152,295,139],{"class":158},[152,297,298],{"class":161},"(",[152,300,302],{"class":301},"sU2Wk","'pattern'",[152,304,305],{"class":161},"), threshold: ",[152,307,139],{"class":158},[152,309,298],{"class":161},[152,311,312],{"class":301},"'threshold'",[152,314,315],{"class":161},"), spread: ",[152,317,139],{"class":158},[152,319,298],{"class":161},[152,321,322],{"class":301},"'spread'",[152,324,325],{"class":161},")})\n",[327,328,329],"blockquote",{},[139,330,331,335],{},[332,333,334],"strong",{},"Tip."," Floyd–Steinberg is the costliest pattern: it re-reads 64 cells per pixel. Bayer 4 is the cheap default.",[225,337,339],{"id":338},"see-also","See also",[341,342,343,354],"ul",{},[344,345,346,353],"li",{},[347,348,350],"a",{"href":349},"\u002Fdocs\u002Fprimitives\u002Fpatterns\u002Fpixelgrid",[10,351,352],{},"pixelGrid"," — The pixel grid of a dither: the layer inside it chopped into square cells of a given size.",[344,355,356,361,362,364],{},[347,357,359],{"href":358},"\u002Fdocs\u002Fprimitives\u002Fpatterns\u002Fditherinks",[10,360,183],{}," — A dither filter: colors the 0\u002F1 levels from ",[10,363,131],{},", either with two colors of your own or with darkened and brightened versions of the layer's own pixels.",[225,366,368],{"id":367},"used-by","Used by",[139,370,371],{},[347,372,374],{"href":373},"\u002Fdocs\u002Fcomponents\u002Fdither","Dither",[376,377,378],"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":148,"searchDepth":380,"depth":380,"links":381},2,[382,383,384,385],{"id":227,"depth":380,"text":228},{"id":268,"depth":380,"text":269},{"id":338,"depth":380,"text":339},{"id":367,"depth":380,"text":368},"Patterns & tiling",false,null,"md","paint","Painting","function",{},true,"\u002Fdocs\u002Fprimitives\u002Fpatterns\u002Fquantise",{"title":131,"description":141},"https:\u002F\u002Fgithub.com\u002Fshader-effects-inc\u002Fshaders\u002Fblob\u002Fmain\u002Fpackages\u002Fcore\u002Fsrc\u002Fstd\u002Fpaint\u002Fpatterns.ts#L1079","docs\u002Fprimitives\u002F8.patterns\u002F31.quantise","XWqQrUoI9wtm0mGrMhUqsfva2-39u7Vw4Pj9DPKP4vQ"]