[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"github-stars":3,"guide-nav":5,"doc-\u002Fdocs\u002Fprimitives\u002Fvolume\u002Fvolumemarch":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 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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":271,"categorySlug":271,"categoryTitle":528,"curated":529,"description":142,"editUrl":530,"extension":531,"group":532,"groupTitle":533,"kind":534,"meta":535,"navigation":536,"path":537,"seo":538,"sourceUrl":539,"stem":540,"wordCount":530,"__hash__":541},"primitives\u002Fdocs\u002Fprimitives\u002F15.volume\u002F2.volumemarch.md","volumeMarch",{"type":133,"value":134,"toc":522},"minimark",[135,139,143,266,281,329,334,369,377,388,392,460,473,477,508,512,518],[136,137,131],"h1",{"id":138},"volumemarch",[140,141,142],"p",{},"Walk a ray through the medium front to back, adding up what glows and what dims.",[144,145,150],"pre",{"className":146,"code":147,"language":148,"meta":149,"style":149},"language-ts shiki shiki-themes github-dark","volumeMarch(opts: {\n        steps: number\n        entry: Expr\n        length: Expr\n        \u002F** A per-pixel offset added to each step's position along the ray, as a fraction of the ray. *\u002F\n  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{",[153,255,256],{"class":159},"emit",[153,258,259],{"class":162},": Expr; ",[153,261,262],{"class":159},"absorb",[153,264,265],{"class":162},": Expr}): {color: Expr; transmittance: Expr}\n",[140,267,268,269,272,273,276,277,280],{},"Import ",[10,270,271],{},"volume"," from ",[10,274,275],{},"shaders\u002Fstd"," and use ",[10,278,279],{},"volume.volumeMarch",".",[140,282,283,286,287,290,291,294,295,298,299,301,302,304,305,308,309,312,313,316,317,320,321,324,325,328],{},[10,284,285],{},"steps"," is how many samples to take (4–8 is typical; it is fixed when the shader compiles). ",[10,288,289],{},"entry"," and ",[10,292,293],{},"length"," come from ",[10,296,297],{},"interiorRay",". For each step your callback returns ",[10,300,256],{},", the rgb light this sample gives off, and ",[10,303,262],{},", the rgb amount it blocks. Absorption is per channel, so a medium can dim blue more than red. Returns the accumulated ",[10,306,307],{},"color"," and the ",[10,310,311],{},"transmittance"," left at the far side: multiply anything behind the medium by it. ",[10,314,315],{},"jitter"," is a small per-pixel offset along the ray, as a fraction of its length (a hash times ",[10,318,319],{},"1 \u002F steps"," works), that trades banding for fine grain. ",[10,322,323],{},"emissionGain"," scales every sample's glow; use ",[10,326,327],{},"k \u002F steps"," so brightness does not change with the step count.",[330,331,333],"h2",{"id":332},"parameters","Parameters",[335,336,337,353],"table",{},[338,339,340],"thead",{},[341,342,343,347,350],"tr",{},[344,345,346],"th",{},"Name",[344,348,349],{},"Type",[344,351,352],{},"Notes",[354,355,356],"tbody",{},[341,357,358,364,367],{},[359,360,361],"td",{},[10,362,363],{},"opts",[359,365,366],{},"`{",[359,368],{},[144,370,375],{"className":371,"code":373,"language":374},[372],"language-text","    steps: number\n    entry: Expr\n    length: Expr\n    \u002F** A per-pixel offset added to each step's position along the ray, as a fraction of the ray. *\u002F\n    jitter?: Expr\n    \u002F** A multiplier on every sample's `emit`. *\u002F\n    emissionGain?: Expr\n    hint?: string\n}` |  |\n","text",[10,376,373],{"__ignoreMap":149},[140,378,379,380,383,384,387],{},"| ",[10,381,382],{},"sample"," | ",[10,385,386],{},"(step: VolumeMarchStep) => {emit: Expr; absorb: Expr}"," |  |",[330,389,391],{"id":390},"example","Example",[144,393,395],{"className":146,"code":394,"language":148,"meta":149,"style":149},"const march = volumeMarch({steps: 6, entry: ray.entry, length: ray.length, jitter}, ({z, i}) => ({emit: math.mul(rgb, dens), absorb: math.splat3(math.mul(dens, u.density))}))\n",[10,396,397],{"__ignoreMap":149},[153,398,399,402,406,409,412,415,418,421,423,426,429,432,435,438,440,443,446,449,452,455,457],{"class":155,"line":156},[153,400,401],{"class":197},"const",[153,403,405],{"class":404},"sDLfK"," march",[153,407,408],{"class":197}," =",[153,410,411],{"class":159}," volumeMarch",[153,413,414],{"class":162},"({steps: ",[153,416,417],{"class":404},"6",[153,419,420],{"class":162},", entry: ray.entry, length: ray.",[153,422,293],{"class":404},[153,424,425],{"class":162},", jitter}, ({",[153,427,428],{"class":237},"z",[153,430,431],{"class":162},", ",[153,433,434],{"class":237},"i",[153,436,437],{"class":162},"}) ",[153,439,250],{"class":197},[153,441,442],{"class":162}," ({emit: math.",[153,444,445],{"class":159},"mul",[153,447,448],{"class":162},"(rgb, dens), absorb: math.",[153,450,451],{"class":159},"splat3",[153,453,454],{"class":162},"(math.",[153,456,445],{"class":159},[153,458,459],{"class":162},"(dens, u.density))}))\n",[461,462,463],"blockquote",{},[140,464,465,469,470,472],{},[466,467,468],"strong",{},"Tip."," Fewer steps plus ",[10,471,315],{}," beats more steps: the noise becomes grain instead of bands.",[330,474,476],{"id":475},"see-also","See also",[478,479,480,490,499],"ul",{},[481,482,483,489],"li",{},[484,485,487],"a",{"href":486},"\u002Fdocs\u002Fprimitives\u002Fvolume\u002Finteriorray",[10,488,297],{}," — The line of sight through a shape: where it enters, how far it travels inside, and where it is at any depth.",[481,491,492,498],{},[484,493,495],{"href":494},"\u002Fdocs\u002Fprimitives\u002Fvolume\u002Fturbulentmedium",[10,496,497],{},"turbulentMedium"," — A billowing cloud density at a point inside the shape.",[481,500,501,507],{},[484,502,504],{"href":503},"\u002Fdocs\u002Fprimitives\u002Fvolume\u002Fparallaxplane",[10,505,506],{},"parallaxPlane"," — A flat layer at a fixed depth inside the shape, like scenery seen through a window.",[330,509,511],{"id":510},"used-by","Used by",[140,513,514],{},[484,515,517],{"href":516},"\u002Fdocs\u002Fcomponents\u002Fnebula","Nebula",[519,520,521],"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 .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 .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":149,"searchDepth":166,"depth":166,"links":523},[524,525,526,527],{"id":332,"depth":166,"text":333},{"id":390,"depth":166,"text":391},{"id":475,"depth":166,"text":476},{"id":510,"depth":166,"text":511},"Volumes",false,null,"md","light","Noise, light & materials","function",{},true,"\u002Fdocs\u002Fprimitives\u002Fvolume\u002Fvolumemarch",{"title":131,"description":142},"https:\u002F\u002Fgithub.com\u002Fshader-effects-inc\u002Fshaders\u002Fblob\u002Fmain\u002Fpackages\u002Fcore\u002Fsrc\u002Fstd\u002Fpaint\u002Fvolume.ts#L194","docs\u002Fprimitives\u002F15.volume\u002F2.volumemarch","C7FBoYpVXui5BWbhZlnMSg7rJff9bs7CpJG1N_JzBW0"]