[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"github-stars":3,"guide-nav":5,"doc-\u002Fdocs\u002Fprimitives\u002Fsim-agentrender\u002Fpointslot-twinklebrightness":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":359,"categorySlug":360,"categoryTitle":361,"curated":362,"description":363,"editUrl":364,"extension":365,"group":366,"groupTitle":367,"kind":368,"meta":369,"navigation":370,"path":371,"seo":372,"sourceUrl":373,"stem":374,"wordCount":364,"__hash__":375},"primitives\u002Fdocs\u002Fprimitives\u002F43.sim-agentrender\u002F3.pointslot-twinklebrightness.md","pointSlot.twinkleBrightness",{"type":133,"value":134,"toc":354},"minimark",[135,139,151,201,216,222,227,278,282,307,311,350],[136,137,131],"h1",{"id":138},"pointslottwinklebrightness",[140,141,142,143,146,147,150],"p",{},"The mote's brightness: a twinkle at ",[10,144,145],{},"freq"," cycles per second, blended in by ",[10,148,149],{},"params.twinkle"," (0 steady, 1 full shimmer), times a per-mote presence so some motes read nearer than others.",[152,153,158],"pre",{"className":154,"code":155,"language":156,"meta":157,"style":157},"language-ts shiki shiki-themes github-dark","pointSlot.twinkleBrightness(\n  layout: {readonly $: {readonly params: {readonly time: number; readonly twinkle: number}}},\n  cfg: {freq: number},\n): PointWorldSplatConfig['brightness']\n","ts","",[10,159,160,176,182,188],{"__ignoreMap":157},[161,162,165,169,173],"span",{"class":163,"line":164},"line",1,[161,166,168],{"class":167},"s95oV","pointSlot.",[161,170,172],{"class":171},"svObZ","twinkleBrightness",[161,174,175],{"class":167},"(\n",[161,177,179],{"class":163,"line":178},2,[161,180,181],{"class":167},"  layout: {readonly $: {readonly params: {readonly time: number; readonly twinkle: number}}},\n",[161,183,185],{"class":163,"line":184},3,[161,186,187],{"class":167},"  cfg: {freq: number},\n",[161,189,191,194,198],{"class":163,"line":190},4,[161,192,193],{"class":167},"): PointWorldSplatConfig[",[161,195,197],{"class":196},"sU2Wk","'brightness'",[161,199,200],{"class":167},"]\n",[140,202,203,204,207,208,211,212,215],{},"Import ",[10,205,206],{},"sim"," from ",[10,209,210],{},"shaders\u002Fstd"," and use ",[10,213,214],{},"sim.agentRender.pointSlot.twinkleBrightness",".",[140,217,218,219,215],{},"Reads ",[10,220,221],{},"params.time",[223,224,226],"h2",{"id":225},"parameters","Parameters",[228,229,230,246],"table",{},[231,232,233],"thead",{},[234,235,236,240,243],"tr",{},[237,238,239],"th",{},"Name",[237,241,242],{},"Type",[237,244,245],{},"Notes",[247,248,249,264],"tbody",{},[234,250,251,257,262],{},[252,253,254],"td",{},[10,255,256],{},"layout",[252,258,259],{},[10,260,261],{},"{readonly $: {readonly params: {readonly time: number; readonly twinkle: number}}}",[252,263],{},[234,265,266,271,276],{},[252,267,268],{},[10,269,270],{},"cfg",[252,272,273],{},[10,274,275],{},"{freq: number}",[252,277],{},[223,279,281],{"id":280},"example","Example",[152,283,285],{"className":154,"code":284,"language":156,"meta":157,"style":157},"brightness: pointSlot.twinkleBrightness(simLayout, {freq: 2})\n",[10,286,287],{"__ignoreMap":157},[161,288,289,292,295,297,300,304],{"class":163,"line":164},[161,290,291],{"class":171},"brightness",[161,293,294],{"class":167},": pointSlot.",[161,296,172],{"class":171},[161,298,299],{"class":167},"(simLayout, {freq: ",[161,301,303],{"class":302},"sDLfK","2",[161,305,306],{"class":167},"})\n",[223,308,310],{"id":309},"see-also","See also",[312,313,314,337],"ul",{},[315,316,317,324,325,328,329,332,333,336],"li",{},[318,319,321],"a",{"href":320},"\u002Fdocs\u002Fprimitives\u002Fsim-agentrender\u002Fpointslot-orbitalplace",[10,322,323],{},"pointSlot.orbitalPlace"," — The mote's drawn position: its stored position plus a slow circle of ",[10,326,327],{},"radius"," (canvas heights) at ",[10,330,331],{},"rate"," turns per second, both scaled by ",[10,334,335],{},"params.randomness"," and varied per mote.",[315,338,339,345,346,349],{},[318,340,342],{"href":341},"\u002Fdocs\u002Fprimitives\u002Fsim-agentrender\u002Fpointslot-presenceradius",[10,343,344],{},"pointSlot.presenceRadius"," — The mote's size: ",[10,347,348],{},"params.bodyR"," scaled by the same per-mote presence as the brightness, so the motes that read nearer are bigger and brighter together.",[351,352,353],"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 .sU2Wk, html code.shiki .sU2Wk{--shiki-default:#9ECBFF}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}",{"title":157,"searchDepth":178,"depth":178,"links":355},[356,357,358],{"id":225,"depth":178,"text":226},{"id":280,"depth":178,"text":281},{"id":309,"depth":178,"text":310},"sim.agentRender","sim-agentrender","Agent rendering",false,"The mote's brightness: a twinkle at `freq` cycles per second, blended in by `params.twinkle` (0 steady, 1 full shimmer), times a per-mote presence so some motes read nearer than others.",null,"md","simulation","Simulation","function",{},true,"\u002Fdocs\u002Fprimitives\u002Fsim-agentrender\u002Fpointslot-twinklebrightness",{"title":131,"description":363},"https:\u002F\u002Fgithub.com\u002Fshader-effects-inc\u002Fshaders\u002Fblob\u002Fmain\u002Fpackages\u002Fcore\u002Fsrc\u002Fstd\u002Fsim\u002FagentRender.ts#L296","docs\u002Fprimitives\u002F43.sim-agentrender\u002F3.pointslot-twinklebrightness","Ey5XLn2gJ1QQew_ym20oRHlPyeyetITe0HAdP0AR52o"]