[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"github-stars":3,"guide-nav":5,"doc-\u002Fdocs\u002Fprimitives\u002Fsim-agentforces\u002Ffield-dipoleorradial":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":301,"categorySlug":302,"categoryTitle":303,"curated":304,"description":142,"editUrl":305,"extension":306,"group":307,"groupTitle":308,"kind":309,"meta":310,"navigation":311,"path":312,"seo":313,"sourceUrl":314,"stem":315,"wordCount":305,"__hash__":316},"primitives\u002Fdocs\u002Fprimitives\u002F41.sim-agentforces\u002F23.field-dipoleorradial.md","field.dipoleOrRadial",{"type":133,"value":134,"toc":295},"minimark",[135,139,143,168,183,188,225,229,264,268,291],[136,137,131],"h1",{"id":138},"fielddipoleorradial",[140,141,142],"p",{},"The field of a magnet at the cursor: a bar magnet along its travel, or a single pole.",[144,145,150],"pre",{"className":146,"code":147,"language":148,"meta":149,"style":149},"language-ts shiki shiki-themes github-dark","field.dipoleOrRadial(layout: OrientationLayout): AgentFieldAt\n","ts","",[10,151,152],{"__ignoreMap":149},[153,154,157,161,165],"span",{"class":155,"line":156},"line",1,[153,158,160],{"class":159},"s95oV","field.",[153,162,164],{"class":163},"svObZ","dipoleOrRadial",[153,166,167],{"class":159},"(layout: OrientationLayout): AgentFieldAt\n",[140,169,170,171,174,175,178,179,182],{},"Import ",[10,172,173],{},"sim"," from ",[10,176,177],{},"shaders\u002Fstd"," and use ",[10,180,181],{},"sim.agentForces.field.dipoleOrRadial",".",[184,185,187],"h2",{"id":186},"parameters","Parameters",[189,190,191,207],"table",{},[192,193,194],"thead",{},[195,196,197,201,204],"tr",{},[198,199,200],"th",{},"Name",[198,202,203],{},"Type",[198,205,206],{},"Notes",[208,209,210],"tbody",{},[195,211,212,218,223],{},[213,214,215],"td",{},[10,216,217],{},"layout",[213,219,220],{},[10,221,222],{},"OrientationLayout",[213,224],{},[184,226,228],{"id":227},"example","Example",[144,230,232],{"className":146,"code":231,"language":148,"meta":149,"style":149},"integrator.orientation2d(simLayout, {home, fieldAt: field.dipoleOrRadial(simLayout), torques, maxOffset: 0.12, name: 'filingsUpdate'})\n",[10,233,234],{"__ignoreMap":149},[153,235,236,239,242,245,247,250,254,257,261],{"class":155,"line":156},[153,237,238],{"class":159},"integrator.",[153,240,241],{"class":163},"orientation2d",[153,243,244],{"class":159},"(simLayout, {home, fieldAt: field.",[153,246,164],{"class":163},[153,248,249],{"class":159},"(simLayout), torques, maxOffset: ",[153,251,253],{"class":252},"sDLfK","0.12",[153,255,256],{"class":159},", name: ",[153,258,260],{"class":259},"sU2Wk","'filingsUpdate'",[153,262,263],{"class":159},"})\n",[184,265,267],{"id":266},"see-also","See also",[269,270,271,282],"ul",{},[272,273,274,281],"li",{},[275,276,278],"a",{"href":277},"\u002Fdocs\u002Fprimitives\u002Fsim-agentforces\u002Ffield-jitteredgridhome",[10,279,280],{},"field.jitteredGridHome"," — Each agent's resting position on a jittered grid that runs past the canvas edges.",[272,283,284,290],{},[275,285,287],{"href":286},"\u002Fdocs\u002Fprimitives\u002Fsim-agentforces\u002Ftorque-aligntofield",[10,288,289],{},"torque.alignToField"," — Swing onto the field's line like a compass needle.",[292,293,294],"style",{},"html pre.shiki code .s95oV, html code.shiki .s95oV{--shiki-default:#E1E4E8}html pre.shiki code .svObZ, html code.shiki .svObZ{--shiki-default:#B392F0}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 .sDLfK, html code.shiki .sDLfK{--shiki-default:#79B8FF}html pre.shiki code .sU2Wk, html code.shiki .sU2Wk{--shiki-default:#9ECBFF}",{"title":149,"searchDepth":296,"depth":296,"links":297},2,[298,299,300],{"id":186,"depth":296,"text":187},{"id":227,"depth":296,"text":228},{"id":266,"depth":296,"text":267},"sim.agentForces","sim-agentforces","Agent forces",false,null,"md","simulation","Simulation","function",{},true,"\u002Fdocs\u002Fprimitives\u002Fsim-agentforces\u002Ffield-dipoleorradial",{"title":131,"description":142},"https:\u002F\u002Fgithub.com\u002Fshader-effects-inc\u002Fshaders\u002Fblob\u002Fmain\u002Fpackages\u002Fcore\u002Fsrc\u002Fstd\u002Fsim\u002FagentForces.ts#L650","docs\u002Fprimitives\u002F41.sim-agentforces\u002F23.field-dipoleorradial","CpDigPHqszqf2khQ_BZ1dY76Zj8aseZIF8lulVLnD5Q"]