[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"github-stars":3,"guide-nav":5,"doc-\u002Fdocs\u002Fprimitives\u002Fsim-agentframe\u002Fentrainmentfromomega":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":383,"categorySlug":384,"categoryTitle":385,"curated":386,"description":387,"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\u002F42.sim-agentframe\u002F8.entrainmentfromomega.md","entrainmentFromOmega",{"type":133,"value":134,"toc":378},"minimark",[135,139,159,198,212,217,268,272,337,347,351,374],[136,137,131],"h1",{"id":138},"entrainmentfromomega",[140,141,142,143,146,147,150,151,154,155,158],"p",{},"The values ",[10,144,145],{},"force.containment"," reads for a rotating shape: the rotation rate capped at ",[10,148,149],{},"cap",", and an ",[10,152,153],{},"entrain"," gain that grows with the rate up to ",[10,156,157],{},"gainMax",".",[160,161,166],"pre",{"className":162,"code":163,"language":164,"meta":165,"style":165},"language-ts shiki shiki-themes github-dark","entrainmentFromOmega(\n  om: {x: number; y: number; z: number},\n  opts: {cap: number; gainRate: number; gainMax: number},\n): { omegaX: number; omegaY: number; omegaZ: number; entrain: number; }\n","ts","",[10,167,168,180,186,192],{"__ignoreMap":165},[169,170,173,176],"span",{"class":171,"line":172},"line",1,[169,174,131],{"class":175},"svObZ",[169,177,179],{"class":178},"s95oV","(\n",[169,181,183],{"class":171,"line":182},2,[169,184,185],{"class":178},"  om: {x: number; y: number; z: number},\n",[169,187,189],{"class":171,"line":188},3,[169,190,191],{"class":178},"  opts: {cap: number; gainRate: number; gainMax: number},\n",[169,193,195],{"class":171,"line":194},4,[169,196,197],{"class":178},"): { omegaX: number; omegaY: number; omegaZ: number; entrain: number; }\n",[140,199,200,201,204,205,208,209,158],{},"Import ",[10,202,203],{},"sim"," from ",[10,206,207],{},"shaders\u002Fstd"," and use ",[10,210,211],{},"sim.agentFrame.entrainmentFromOmega",[213,214,216],"h2",{"id":215},"parameters","Parameters",[218,219,220,236],"table",{},[221,222,223],"thead",{},[224,225,226,230,233],"tr",{},[227,228,229],"th",{},"Name",[227,231,232],{},"Type",[227,234,235],{},"Notes",[237,238,239,254],"tbody",{},[224,240,241,247,252],{},[242,243,244],"td",{},[10,245,246],{},"om",[242,248,249],{},[10,250,251],{},"{x: number; y: number; z: number}",[242,253],{},[224,255,256,261,266],{},[242,257,258],{},[10,259,260],{},"opts",[242,262,263],{},[10,264,265],{},"{cap: number; gainRate: number; gainMax: number}",[242,267],{},[213,269,271],{"id":270},"example","Example",[160,273,275],{"className":162,"code":274,"language":164,"meta":165,"style":165},"const {omegaX, omegaY, omegaZ, entrain} = agentFrame.entrainmentFromOmega(om, {cap: 10, gainRate: 2.5, gainMax: 5})\n",[10,276,277],{"__ignoreMap":165},[169,278,279,283,286,290,293,296,298,301,303,305,308,311,314,316,319,322,325,328,331,334],{"class":171,"line":172},[169,280,282],{"class":281},"snl16","const",[169,284,285],{"class":178}," {",[169,287,289],{"class":288},"sDLfK","omegaX",[169,291,292],{"class":178},", ",[169,294,295],{"class":288},"omegaY",[169,297,292],{"class":178},[169,299,300],{"class":288},"omegaZ",[169,302,292],{"class":178},[169,304,153],{"class":288},[169,306,307],{"class":178},"} ",[169,309,310],{"class":281},"=",[169,312,313],{"class":178}," agentFrame.",[169,315,131],{"class":175},[169,317,318],{"class":178},"(om, {cap: ",[169,320,321],{"class":288},"10",[169,323,324],{"class":178},", gainRate: ",[169,326,327],{"class":288},"2.5",[169,329,330],{"class":178},", gainMax: ",[169,332,333],{"class":288},"5",[169,335,336],{"class":178},"})\n",[338,339,340],"blockquote",{},[140,341,342,346],{},[343,344,345],"strong",{},"Tip."," With a still shape the gain is exactly 0, so the entrainment force costs nothing to leave declared.",[213,348,350],{"id":349},"see-also","See also",[352,353,354,365],"ul",{},[355,356,357,364],"li",{},[358,359,361],"a",{"href":360},"\u002Fdocs\u002Fprimitives\u002Fsim-agentframe\u002Fomegafromrotationdeltas",[10,362,363],{},"omegaFromRotationDeltas"," — How fast a rotating shape's surface moves, from its rotation this frame and last frame, so a swarm inside it can be dragged along.",[355,366,367,373],{},[358,368,370],{"href":369},"\u002Fdocs\u002Fprimitives\u002Fsim-agentforces\u002Fforce",[10,371,372],{},"force"," — The pushes an agent can feel.",[375,376,377],"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":165,"searchDepth":182,"depth":182,"links":379},[380,381,382],{"id":215,"depth":182,"text":216},{"id":270,"depth":182,"text":271},{"id":349,"depth":182,"text":350},"sim.agentFrame","sim-agentframe","Agent frame",false,"The values `force.containment` reads for a rotating shape: the rotation rate capped at `cap`, and an `entrain` gain that grows with the rate up to `gainMax`.",null,"md","simulation","Simulation","function",{},true,"\u002Fdocs\u002Fprimitives\u002Fsim-agentframe\u002Fentrainmentfromomega",{"title":131,"description":387},"https:\u002F\u002Fgithub.com\u002Fshader-effects-inc\u002Fshaders\u002Fblob\u002Fmain\u002Fpackages\u002Fcore\u002Fsrc\u002Fstd\u002Fsim\u002FagentFrame.ts#L119","docs\u002Fprimitives\u002F42.sim-agentframe\u002F8.entrainmentfromomega","kIQmdfn5axRPwJcGXZ-VczN7gjmyPQ00cjeTBShTnLg"]