[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"github-stars":3,"guide-nav":5,"doc-\u002Fdocs\u002Fprimitives\u002Fsim-feedback\u002Ffeedbacksim":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":531,"categorySlug":532,"categoryTitle":533,"curated":534,"description":142,"editUrl":535,"extension":536,"group":537,"groupTitle":538,"kind":539,"meta":540,"navigation":541,"path":542,"seo":543,"sourceUrl":544,"stem":545,"wordCount":535,"__hash__":546},"primitives\u002Fdocs\u002Fprimitives\u002F39.sim-feedback\u002F1.feedbacksim.md","feedbackSim",{"type":133,"value":134,"toc":524},"minimark",[135,139,143,224,239,249,252,257,294,298,436,453,457,506,510,520],[136,137,131],"h1",{"id":138},"feedbacksim",[140,141,142],"p",{},"A simulation that advances a picture of its own last frame by one step of your rule, every frame.",[144,145,150],"pre",{"className":146,"code":147,"language":148,"meta":149,"style":149},"language-ts shiki shiki-themes github-dark","feedbackSim\u003CTParams, TGroups = unknown>(build: (params: GpuFragmentParams, root: FeedbackRoot) => FeedbackSimConfig\u003CTParams, TGroups>): {compute: GpuComputeNode}\n","ts","",[10,151,152],{"__ignoreMap":149},[153,154,157,160,164,167,170,173,176,180,183,187,191,194,196,199,201,204,207,210,213,215,218,221],"span",{"class":155,"line":156},"line",1,[153,158,131],{"class":159},"svObZ",[153,161,163],{"class":162},"s95oV","\u003C",[153,165,166],{"class":159},"TParams",[153,168,169],{"class":162},", ",[153,171,172],{"class":159},"TGroups",[153,174,175],{"class":162}," = ",[153,177,179],{"class":178},"sDLfK","unknown",[153,181,182],{"class":162},">(build: (",[153,184,186],{"class":185},"s9osk","params",[153,188,190],{"class":189},"snl16",":",[153,192,193],{"class":159}," GpuFragmentParams",[153,195,169],{"class":162},[153,197,198],{"class":185},"root",[153,200,190],{"class":189},[153,202,203],{"class":159}," FeedbackRoot",[153,205,206],{"class":162},") ",[153,208,209],{"class":189},"=>",[153,211,212],{"class":162}," FeedbackSimConfig",[153,214,163],{"class":189},[153,216,217],{"class":162},"TParams, TGroups",[153,219,220],{"class":189},">",[153,222,223],{"class":162},"): {compute: GpuComputeNode}\n",[140,225,226,227,230,231,234,235,238],{},"Import ",[10,228,229],{},"sim"," from ",[10,232,233],{},"shaders\u002Fstd"," and use ",[10,236,237],{},"sim.feedback.feedbackSim",".",[140,240,241,242,245,246,238],{},"Spread it into a definition next to a ",[10,243,244],{},"gpu.fragment"," that samples ",[10,247,248],{},"display",[140,250,251],{},"The build callback runs once per instance of the layer, so anything you create inside it (resources, a kernel variant picked from a compile-time prop) belongs to that instance. The simulation needs a child. Without one, or without a GPU, nothing runs and the fragment should fall back to the child.",[253,254,256],"h2",{"id":255},"parameters","Parameters",[258,259,260,276],"table",{},[261,262,263],"thead",{},[264,265,266,270,273],"tr",{},[267,268,269],"th",{},"Name",[267,271,272],{},"Type",[267,274,275],{},"Notes",[277,278,279],"tbody",{},[264,280,281,287,292],{},[282,283,284],"td",{},[10,285,286],{},"build",[282,288,289],{},[10,290,291],{},"(params: GpuFragmentParams, root: FeedbackRoot) => FeedbackSimConfig\u003CTParams, TGroups>",[282,293],{},[253,295,297],{"id":296},"example","Example",[144,299,301],{"className":146,"code":300,"language":148,"meta":149,"style":149},"...feedbackSim((params, root) => ({size: 768, format: 'rgba16float', speedProp: 'speed', paramsSchema: decoder.Params, bindGroups: ({childTexture, display, paramsBuffer}, read, write) => root.createBindGroup(decoder.layout, {src: childTexture, prev: read.state, next: write.state, display, params: paramsBuffer} as never), step: decoder.kernel, values: ({dt, localTime}) => ({time: localTime, dt, intensity: params.getCpuValue('intensity') as number})}))\n",[10,302,303],{"__ignoreMap":149},[153,304,305,308,310,313,315,317,319,321,323,326,329,332,336,339,342,345,348,351,354,356,358,360,363,366,369,371,374,376,378,381,384,387,390,393,396,399,401,404,406,409,412,414,417,420,423,426,428,430,433],{"class":155,"line":156},[153,306,307],{"class":189},"...",[153,309,131],{"class":159},[153,311,312],{"class":162},"((",[153,314,186],{"class":185},[153,316,169],{"class":162},[153,318,198],{"class":185},[153,320,206],{"class":162},[153,322,209],{"class":189},[153,324,325],{"class":162}," ({size: ",[153,327,328],{"class":178},"768",[153,330,331],{"class":162},", format: ",[153,333,335],{"class":334},"sU2Wk","'rgba16float'",[153,337,338],{"class":162},", speedProp: ",[153,340,341],{"class":334},"'speed'",[153,343,344],{"class":162},", paramsSchema: decoder.Params, ",[153,346,347],{"class":159},"bindGroups",[153,349,350],{"class":162},": ({",[153,352,353],{"class":185},"childTexture",[153,355,169],{"class":162},[153,357,248],{"class":185},[153,359,169],{"class":162},[153,361,362],{"class":185},"paramsBuffer",[153,364,365],{"class":162},"}, ",[153,367,368],{"class":185},"read",[153,370,169],{"class":162},[153,372,373],{"class":185},"write",[153,375,206],{"class":162},[153,377,209],{"class":189},[153,379,380],{"class":162}," root.",[153,382,383],{"class":159},"createBindGroup",[153,385,386],{"class":162},"(decoder.layout, {src: childTexture, prev: read.state, next: write.state, display, params: paramsBuffer} ",[153,388,389],{"class":189},"as",[153,391,392],{"class":178}," never",[153,394,395],{"class":162},"), step: decoder.kernel, ",[153,397,398],{"class":159},"values",[153,400,350],{"class":162},[153,402,403],{"class":185},"dt",[153,405,169],{"class":162},[153,407,408],{"class":185},"localTime",[153,410,411],{"class":162},"}) ",[153,413,209],{"class":189},[153,415,416],{"class":162}," ({time: localTime, dt, intensity: params.",[153,418,419],{"class":159},"getCpuValue",[153,421,422],{"class":162},"(",[153,424,425],{"class":334},"'intensity'",[153,427,206],{"class":162},[153,429,389],{"class":189},[153,431,432],{"class":178}," number",[153,434,435],{"class":162},"})}))\n",[437,438,439],"blockquote",{},[140,440,441,445,446,448,449,452],{},[442,443,444],"strong",{},"Tip."," Read time from ",[10,447,408],{},", not the layer's clock. It stops when ",[10,450,451],{},"speedProp"," is 0 and every frame's step matches it.",[253,454,456],{"id":455},"see-also","See also",[458,459,460,471,480,497],"ul",{},[461,462,463,470],"li",{},[464,465,467],"a",{"href":466},"\u002Fdocs\u002Fprimitives\u002Fsim-fluids\u002Ffluidsim",[10,468,469],{},"fluidSim"," — A fluid the engine solves every frame.",[461,472,473,479],{},[464,474,476],{"href":475},"\u002Fdocs\u002Fprimitives\u002Fsim-grids\u002Fgridsim",[10,477,478],{},"gridSim"," — A field of cells advanced every frame by an ordered list of stages.",[461,481,482,488,489,492,493,496],{},[464,483,485],{"href":484},"\u002Fdocs\u002Fprimitives\u002Fsim-agents\u002Fagentsim",[10,486,487],{},"agentSim"," — A simulation of many agents, spread into a definition: ",[10,490,491],{},"bake"," assembles the steps from your declared parts, ",[10,494,495],{},"frame"," writes the per-frame values, and the fragment samples the picture.",[461,498,499,505],{},[464,500,502],{"href":501},"\u002Fdocs\u002Fprimitives\u002Fsimulate\u002Fsimulate",[10,503,504],{},"simulate"," — Declare a simulation the engine runs for you.",[253,507,509],{"id":508},"used-by","Used by",[140,511,512,169,516],{},[464,513,515],{"href":514},"\u002Fdocs\u002Fcomponents\u002Fdatamosh","DataMosh",[464,517,519],{"href":518},"\u002Fdocs\u002Fcomponents\u002Ftimetrail","TimeTrail",[521,522,523],"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 pre.shiki code .sDLfK, html code.shiki .sDLfK{--shiki-default:#79B8FF}html pre.shiki code .s9osk, html code.shiki .s9osk{--shiki-default:#FFAB70}html pre.shiki code .snl16, html code.shiki .snl16{--shiki-default:#F97583}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":525,"depth":525,"links":526},2,[527,528,529,530],{"id":255,"depth":525,"text":256},{"id":296,"depth":525,"text":297},{"id":455,"depth":525,"text":456},{"id":508,"depth":525,"text":509},"sim.feedback","sim-feedback","Feedback",false,null,"md","simulation","Simulation","function",{},true,"\u002Fdocs\u002Fprimitives\u002Fsim-feedback\u002Ffeedbacksim",{"title":131,"description":142},"https:\u002F\u002Fgithub.com\u002Fshader-effects-inc\u002Fshaders\u002Fblob\u002Fmain\u002Fpackages\u002Fcore\u002Fsrc\u002Fstd\u002Fsim\u002Ffeedback.ts#L118","docs\u002Fprimitives\u002F39.sim-feedback\u002F1.feedbacksim","yJR8TlO_vJddTrjz6nTQDw7lmBW90dRpPqwrI3MG4qQ"]