[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"github-stars":3,"guide-nav":5,"doc-\u002Fdocs\u002Fprimitives\u002Fsim-agentforces\u002Fintegrator-steering2d":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":435,"categorySlug":436,"categoryTitle":437,"curated":438,"description":142,"editUrl":439,"extension":440,"group":441,"groupTitle":442,"kind":443,"meta":444,"navigation":445,"path":446,"seo":447,"sourceUrl":448,"stem":449,"wordCount":439,"__hash__":450},"primitives\u002Fdocs\u002Fprimitives\u002F41.sim-agentforces\u002F2.integrator-steering2d.md","integrator.steering2d",{"type":133,"value":134,"toc":430},"minimark",[135,139,143,249,264,269,318,326,329,333,408,412,426],[136,137,131],"h1",{"id":138},"integratorsteering2d",[140,141,142],"p",{},"A flock under summed steering, kept cruising, arcing off the canvas edges.",[144,145,150],"pre",{"className":146,"code":147,"language":148,"meta":149,"style":149},"language-ts shiki shiki-themes github-dark","integrator.steering2d(layout: SteeringLayout, cfg: {\n    forces: AgentSteer2[]\n    \u002F** Excitement: effort above `rest` (in max-force units) charges by `gain`, and cools at `cool` per second. *\u002F\n    agitation: {rest: number; gain: number; cool: number}\n    \u002F** Slowest cruise, as a fraction of each agent's top speed. *\u002F\n    cruiseFloor: number\n    \u002F** Speed kept when an agent bounces off an edge (0–1). *\u002F\n    wallRestitution: number\n    name: string\n}): (i: number) => void\n","ts","",[10,151,152,168,174,181,187,193,199,205,211,217],{"__ignoreMap":149},[153,154,157,161,165],"span",{"class":155,"line":156},"line",1,[153,158,160],{"class":159},"s95oV","integrator.",[153,162,164],{"class":163},"svObZ","steering2d",[153,166,167],{"class":159},"(layout: SteeringLayout, cfg: {\n",[153,169,171],{"class":155,"line":170},2,[153,172,173],{"class":159},"    forces: AgentSteer2[]\n",[153,175,177],{"class":155,"line":176},3,[153,178,180],{"class":179},"sAwPA","    \u002F** Excitement: effort above `rest` (in max-force units) charges by `gain`, and cools at `cool` per second. *\u002F\n",[153,182,184],{"class":155,"line":183},4,[153,185,186],{"class":159},"    agitation: {rest: number; gain: number; cool: number}\n",[153,188,190],{"class":155,"line":189},5,[153,191,192],{"class":179},"    \u002F** Slowest cruise, as a fraction of each agent's top speed. *\u002F\n",[153,194,196],{"class":155,"line":195},6,[153,197,198],{"class":159},"    cruiseFloor: number\n",[153,200,202],{"class":155,"line":201},7,[153,203,204],{"class":179},"    \u002F** Speed kept when an agent bounces off an edge (0–1). *\u002F\n",[153,206,208],{"class":155,"line":207},8,[153,209,210],{"class":159},"    wallRestitution: number\n",[153,212,214],{"class":155,"line":213},9,[153,215,216],{"class":159},"    name: string\n",[153,218,220,223,227,230,234,236,240,243,246],{"class":155,"line":219},10,[153,221,222],{"class":159},"})",[153,224,226],{"class":225},"snl16",":",[153,228,229],{"class":159}," (",[153,231,233],{"class":232},"s9osk","i",[153,235,226],{"class":225},[153,237,239],{"class":238},"sDLfK"," number",[153,241,242],{"class":159},") ",[153,244,245],{"class":225},"=>",[153,247,248],{"class":225}," void\n",[140,250,251,252,255,256,259,260,263],{},"Import ",[10,253,254],{},"sim"," from ",[10,257,258],{},"shaders\u002Fstd"," and use ",[10,261,262],{},"sim.agentForces.integrator.steering2d",".",[265,266,268],"h2",{"id":267},"parameters","Parameters",[270,271,272,288],"table",{},[273,274,275],"thead",{},[276,277,278,282,285],"tr",{},[279,280,281],"th",{},"Name",[279,283,284],{},"Type",[279,286,287],{},"Notes",[289,290,291,306],"tbody",{},[276,292,293,299,304],{},[294,295,296],"td",{},[10,297,298],{},"layout",[294,300,301],{},[10,302,303],{},"SteeringLayout",[294,305],{},[276,307,308,313,316],{},[294,309,310],{},[10,311,312],{},"cfg",[294,314,315],{},"`{",[294,317],{},[144,319,324],{"className":320,"code":322,"language":323},[321],"language-text","forces: AgentSteer2[]\n\u002F** Excitement: effort above `rest` (in max-force units) charges by `gain`, and cools at `cool` per second. *\u002F\nagitation: {rest: number; gain: number; cool: number}\n\u002F** Slowest cruise, as a fraction of each agent's top speed. *\u002F\ncruiseFloor: number\n\u002F** Speed kept when an agent bounces off an edge (0–1). *\u002F\nwallRestitution: number\nname: string\n","text",[10,325,322],{"__ignoreMap":149},[140,327,328],{},"}` |  |",[265,330,332],{"id":331},"example","Example",[144,334,336],{"className":146,"code":335,"language":148,"meta":149,"style":149},"integrator.steering2d(simLayout, {forces: [force.flocking(simLayout, {maxAgents: 4096}), force.cursorSteer(simLayout), force.wallTurn(simLayout)], agitation: {rest: 1.5, gain: 0.45, cool: 1.3}, cruiseFloor: 0.35, wallRestitution: 0.6, name: 'boidsUpdate'})\n",[10,337,338],{"__ignoreMap":149},[153,339,340,342,344,347,350,353,356,359,362,365,368,371,374,377,380,383,386,389,392,395,398,401,405],{"class":155,"line":156},[153,341,160],{"class":159},[153,343,164],{"class":163},[153,345,346],{"class":159},"(simLayout, {forces: [force.",[153,348,349],{"class":163},"flocking",[153,351,352],{"class":159},"(simLayout, {maxAgents: ",[153,354,355],{"class":238},"4096",[153,357,358],{"class":159},"}), force.",[153,360,361],{"class":163},"cursorSteer",[153,363,364],{"class":159},"(simLayout), force.",[153,366,367],{"class":163},"wallTurn",[153,369,370],{"class":159},"(simLayout)], agitation: {rest: ",[153,372,373],{"class":238},"1.5",[153,375,376],{"class":159},", gain: ",[153,378,379],{"class":238},"0.45",[153,381,382],{"class":159},", cool: ",[153,384,385],{"class":238},"1.3",[153,387,388],{"class":159},"}, cruiseFloor: ",[153,390,391],{"class":238},"0.35",[153,393,394],{"class":159},", wallRestitution: ",[153,396,397],{"class":238},"0.6",[153,399,400],{"class":159},", name: ",[153,402,404],{"class":403},"sU2Wk","'boidsUpdate'",[153,406,407],{"class":159},"})\n",[265,409,411],{"id":410},"see-also","See also",[413,414,415],"ul",{},[416,417,418,425],"li",{},[419,420,422],"a",{"href":421},"\u002Fdocs\u002Fprimitives\u002Fsim-agentforces\u002Fforce-flocking",[10,423,424],{},"force.flocking"," — Separation, alignment and cohesion for a flock, with live weights and radii.",[427,428,429],"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 pre.shiki code .sAwPA, html code.shiki .sAwPA{--shiki-default:#6A737D}html pre.shiki code .snl16, html code.shiki .snl16{--shiki-default:#F97583}html pre.shiki code .s9osk, html code.shiki .s9osk{--shiki-default:#FFAB70}html pre.shiki code .sDLfK, html code.shiki .sDLfK{--shiki-default:#79B8FF}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 .sU2Wk, html code.shiki .sU2Wk{--shiki-default:#9ECBFF}",{"title":149,"searchDepth":170,"depth":170,"links":431},[432,433,434],{"id":267,"depth":170,"text":268},{"id":331,"depth":170,"text":332},{"id":410,"depth":170,"text":411},"sim.agentForces","sim-agentforces","Agent forces",false,null,"md","simulation","Simulation","function",{},true,"\u002Fdocs\u002Fprimitives\u002Fsim-agentforces\u002Fintegrator-steering2d",{"title":131,"description":142},"https:\u002F\u002Fgithub.com\u002Fshader-effects-inc\u002Fshaders\u002Fblob\u002Fmain\u002Fpackages\u002Fcore\u002Fsrc\u002Fstd\u002Fsim\u002FagentForces.ts#L530","docs\u002Fprimitives\u002F41.sim-agentforces\u002F2.integrator-steering2d","vuCw_tS95mXDtKcUL52IIVd3iuPTrKMh2-GGm9-O-ME"]