[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"github-stars":3,"guide-nav":5,"doc-\u002Fdocs\u002Fprimitives\u002Fpatterns\u002Fscatterpoint":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, 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effects.",{"id":130,"title":131,"body":132,"categoryId":169,"categorySlug":169,"categoryTitle":392,"curated":393,"description":142,"editUrl":394,"extension":395,"group":396,"groupTitle":397,"kind":398,"meta":399,"navigation":400,"path":401,"seo":402,"sourceUrl":403,"stem":404,"wordCount":394,"__hash__":405},"primitives\u002Fdocs\u002Fprimitives\u002F8.patterns\u002F33.scatterpoint.md","scatterPoint",{"type":133,"value":134,"toc":386},"minimark",[135,139,143,164,179,228,233,283,287,333,347,351,382],[136,137,131],"h1",{"id":138},"scatterpoint",[140,141,142],"p",{},"One random point in each cell of a square grid: the classic scatter for glitter, stars, dust and sparkles.",[144,145,150],"pre",{"className":146,"code":147,"language":148,"meta":149,"style":149},"language-ts shiki shiki-themes github-dark","scatterPoint(coord: Expr, opts: ScatterOptions): ScatteredPoint\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","(coord: Expr, opts: ScatterOptions): ScatteredPoint\n",[140,165,166,167,170,171,174,175,178],{},"Import ",[10,168,169],{},"patterns"," from ",[10,172,173],{},"shaders\u002Fstd"," and use ",[10,176,177],{},"patterns.scatterPoint",".",[140,180,181,184,185,188,189,192,193,196,197,200,201,204,205,208,209,211,212,215,216,219,220,223,224,227],{},[10,182,183],{},"coord"," is the pixel's position in any unit (CSS pixels via ",[10,186,187],{},"uv × logicalViewportSize"," keeps the spacing steady across screens); ",[10,190,191],{},"cellSize"," is the grid spacing in that unit. ",[10,194,195],{},"jitter"," is how far the point wanders from the cell's centre, 0 (dead centre) to 1 (anywhere in the cell). ",[10,198,199],{},"seed"," re-rolls every point. Returns the cell's ",[10,202,203],{},"point"," and this pixel's ",[10,206,207],{},"offset"," from it (both in ",[10,210,183],{},"'s unit), plus ",[10,213,214],{},"random",", three independent 0–1 values for the cell (",[10,217,218],{},".x"," and ",[10,221,222],{},".y"," already place the point; use ",[10,225,226],{},".z"," and the others to vary brightness, timing or size).",[229,230,232],"h2",{"id":231},"parameters","Parameters",[234,235,236,252],"table",{},[237,238,239],"thead",{},[240,241,242,246,249],"tr",{},[243,244,245],"th",{},"Name",[243,247,248],{},"Type",[243,250,251],{},"Notes",[253,254,255,269],"tbody",{},[240,256,257,262,267],{},[258,259,260],"td",{},[10,261,183],{},[258,263,264],{},[10,265,266],{},"Expr",[258,268],{},[240,270,271,276,281],{},[258,272,273],{},[10,274,275],{},"opts",[258,277,278],{},[10,279,280],{},"ScatterOptions",[258,282],{},[229,284,286],{"id":285},"example","Example",[144,288,290],{"className":146,"code":289,"language":148,"meta":149,"style":149},"const {offset, random} = scatterPoint(px, {cellSize: 30, jitter: 0.6, seed: params.uniforms.seed})\n",[10,291,292],{"__ignoreMap":149},[153,293,294,298,301,304,307,309,312,315,318,321,324,327,330],{"class":155,"line":156},[153,295,297],{"class":296},"snl16","const",[153,299,300],{"class":162}," {",[153,302,207],{"class":303},"sDLfK",[153,305,306],{"class":162},", ",[153,308,214],{"class":303},[153,310,311],{"class":162},"} ",[153,313,314],{"class":296},"=",[153,316,317],{"class":159}," scatterPoint",[153,319,320],{"class":162},"(px, {cellSize: ",[153,322,323],{"class":303},"30",[153,325,326],{"class":162},", jitter: ",[153,328,329],{"class":303},"0.6",[153,331,332],{"class":162},", seed: params.uniforms.seed})\n",[334,335,336],"blockquote",{},[140,337,338,342,343,346],{},[339,340,341],"strong",{},"Tip."," A pixel only sees its own cell's point, so keep anything drawn around it smaller than\nhalf a cell or it gets clipped at the cell edge. Use ",[10,344,345],{},"scatterPoints"," for larger shapes.",[229,348,350],{"id":349},"see-also","See also",[352,353,354,364,373],"ul",{},[355,356,357,363],"li",{},[358,359,361],"a",{"href":360},"\u002Fdocs\u002Fprimitives\u002Fpatterns\u002Fscatterpoints",[10,362,345],{}," — The scattered points of the four grid cells nearest the pixel, so anything drawn up to half a cell from its point shows whole, never clipped at a cell edge.",[355,365,366,372],{},[358,367,369],{"href":368},"\u002Fdocs\u002Fprimitives\u002Fpatterns\u002Fcellframe",[10,370,371],{},"cellFrame"," — The shared coordinate system of a tiled pattern: how many cells fit down the canvas height and how far the whole lattice is rotated.",[355,374,375,381],{},[358,376,378],{"href":377},"\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Fpointstars",[10,379,380],{},"pointStars"," — A plane of sparse glinting points: stars, glitter, dust.",[383,384,385],"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}",{"title":149,"searchDepth":387,"depth":387,"links":388},2,[389,390,391],{"id":231,"depth":387,"text":232},{"id":285,"depth":387,"text":286},{"id":349,"depth":387,"text":350},"Patterns & tiling",false,null,"md","paint","Painting","function",{},true,"\u002Fdocs\u002Fprimitives\u002Fpatterns\u002Fscatterpoint",{"title":131,"description":142},"https:\u002F\u002Fgithub.com\u002Fshader-effects-inc\u002Fshaders\u002Fblob\u002Fmain\u002Fpackages\u002Fcore\u002Fsrc\u002Fstd\u002Fpaint\u002Fpatterns.ts#L204","docs\u002Fprimitives\u002F8.patterns\u002F33.scatterpoint","sGXF4BapWv44rmNSruUyipYz1jP4D7mdXME5RjfnJDY"]