[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"guide-nav":3,"doc-\u002Fdocs\u002Fprimitives\u002Feffects-fracture\u002Fcrackrefractuv":145},[4,10,16,20,24,28,32,36,40,44,48,52,56,60,64,69,73,78,82,86,90,94,98,102,106,110,114,117,120,124,127,131,134,138,141],{"path":5,"title":6,"description":7,"category":8,"exclude":9,"forceFramework":9},"\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",null,{"path":11,"title":12,"description":13,"category":8,"exclude":14,"forceFramework":9},"\u002Fdocs\u002Fguide\u002Fquickstart","Quickstart","Install Shaders, render your first effect, and drive a prop from state.",[15],"js",{"path":17,"title":18,"description":19,"category":8,"exclude":9,"forceFramework":9},"\u002Fdocs\u002Fguide\u002Fcomposing-effects","Composing effects","Stack components as layers and nest them to control which layers an effect touches.",{"path":21,"title":22,"description":23,"category":8,"exclude":9,"forceFramework":9},"\u002Fdocs\u002Fguide\u002Fblending-masking","Blending and masking","Control how a layer mixes with the layers below it, and reveal one layer through another.",{"path":25,"title":26,"description":27,"category":8,"exclude":9,"forceFramework":9},"\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":29,"title":30,"description":31,"category":8,"exclude":9,"forceFramework":9},"\u002Fdocs\u002Fguide\u002Fdynamic-props","Dynamic props","Drive any numeric or position prop from time, the cursor, or another layer, without writing animation code.",{"path":33,"title":34,"description":35,"category":8,"exclude":9,"forceFramework":9},"\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":37,"title":38,"description":39,"category":8,"exclude":9,"forceFramework":9},"\u002Fdocs\u002Fguide\u002Ftransforms","Transforms","Position, size, and rotate any layer inside the canvas with a bounding box, in % or px units.",{"path":41,"title":42,"description":43,"category":8,"exclude":9,"forceFramework":9},"\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":45,"title":46,"description":47,"category":8,"exclude":9,"forceFramework":9},"\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":49,"title":50,"description":51,"category":8,"exclude":9,"forceFramework":9},"\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":53,"title":54,"description":55,"category":8,"exclude":9,"forceFramework":9},"\u002Fdocs\u002Fguide\u002Fperformance","Performance","Learn what makes an effect expensive on the GPU and how to keep it inside the frame budget.",{"path":57,"title":58,"description":59,"category":8,"exclude":9,"forceFramework":9},"\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":61,"title":62,"description":63,"category":8,"exclude":9,"forceFramework":9},"\u002Fdocs\u002Fguide\u002Ftelemetry","Telemetry","The `\u003CShader>` component occasionally sends an anonymous performance report to help us improve the engine over time.",{"path":65,"title":66,"description":67,"category":68,"exclude":9,"forceFramework":9},"\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":70,"title":71,"description":72,"category":68,"exclude":9,"forceFramework":9},"\u002Fdocs\u002Fguide\u002Fcli","Shaders CLI","Install shaders and presets into your codebase as component files, and keep them in sync with the design editor.",{"path":74,"title":75,"description":76,"category":77,"exclude":9,"forceFramework":9},"\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":79,"title":80,"description":81,"category":77,"exclude":9,"forceFramework":9},"\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":83,"title":84,"description":85,"category":77,"exclude":9,"forceFramework":9},"\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":87,"title":88,"description":89,"category":77,"exclude":9,"forceFramework":9},"\u002Fdocs\u002Fguide\u002Fmasking-and-blending","Masking and blending","How blend modes and masks combine components in the design editor.",{"path":91,"title":92,"description":93,"category":77,"exclude":9,"forceFramework":9},"\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":95,"title":96,"description":97,"category":77,"exclude":9,"forceFramework":9},"\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":99,"title":100,"description":101,"category":77,"exclude":9,"forceFramework":9},"\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":103,"title":104,"description":105,"category":77,"exclude":9,"forceFramework":9},"\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":107,"title":108,"description":109,"category":77,"exclude":9,"forceFramework":9},"\u002Fdocs\u002Fguide\u002Fglass-component-spotlight","Component spotlight: Glass","A short look at the Glass component and the liquid-glass look it creates.",{"path":111,"title":112,"description":113,"category":77,"exclude":9,"forceFramework":9},"\u002Fdocs\u002Fguide\u002Fdigital-looks-component-spotlight","Component spotlight: Digital looks","A look at the digital stylization components for glitchy, futuristic, or technical effects.",{"path":115,"title":12,"description":116,"category":8,"exclude":9,"forceFramework":9},"\u002Fdocs\u002Fguide\u002Fjs\u002Fquickstart","Install Shaders without a framework, render your first effect on a canvas, and update props at runtime.",{"path":118,"title":12,"description":119,"category":8,"exclude":9,"forceFramework":9},"\u002Fdocs\u002Fguide\u002Freact\u002Fquickstart","Install Shaders in a React app, render your first effect, and drive a prop from state.",{"path":121,"title":122,"description":123,"category":8,"exclude":9,"forceFramework":9},"\u002Fdocs\u002Fguide\u002Freact\u002Fssr","Next.js and SSR","Render Shaders in Next.js and other React SSR apps by keeping each shader on the client.",{"path":125,"title":12,"description":126,"category":8,"exclude":9,"forceFramework":9},"\u002Fdocs\u002Fguide\u002Fsolid\u002Fquickstart","Install Shaders in a Solid app, render your first effect, and drive a prop from a signal.",{"path":128,"title":129,"description":130,"category":8,"exclude":9,"forceFramework":9},"\u002Fdocs\u002Fguide\u002Fsolid\u002Fssr","SolidStart and SSR","Render Shaders in SolidStart and other Solid SSR apps by keeping each shader on the client.",{"path":132,"title":12,"description":133,"category":8,"exclude":9,"forceFramework":9},"\u002Fdocs\u002Fguide\u002Fsvelte\u002Fquickstart","Install Shaders in a Svelte app, render your first effect, and drive a prop from state.",{"path":135,"title":136,"description":137,"category":8,"exclude":9,"forceFramework":9},"\u002Fdocs\u002Fguide\u002Fsvelte\u002Fssr","SvelteKit and SSR","Render Shaders in SvelteKit and other Svelte SSR apps, where each shader already waits for the browser.",{"path":139,"title":12,"description":140,"category":8,"exclude":9,"forceFramework":9},"\u002Fdocs\u002Fguide\u002Fvue\u002Fquickstart","Install Shaders in a Vue app, render your first effect, and drive a prop from a ref.",{"path":142,"title":143,"description":144,"category":8,"exclude":9,"forceFramework":9},"\u002Fdocs\u002Fguide\u002Fvue\u002Fssr","Nuxt and SSR","Render Shaders in Nuxt and other Vue SSR apps by keeping each shader on the client.",{"id":146,"title":147,"body":148,"categoryId":429,"categorySlug":430,"categoryTitle":431,"curated":432,"description":158,"editUrl":9,"extension":433,"group":227,"groupTitle":434,"kind":435,"meta":436,"navigation":437,"path":438,"seo":439,"sourceUrl":440,"stem":441,"wordCount":9,"__hash__":442},"primitives\u002Fdocs\u002Fprimitives\u002F32.effects-fracture\u002F3.crackrefractuv.md","crackRefractUV",{"type":149,"value":150,"toc":423},"minimark",[151,155,159,222,237,255,260,297,301,382,386,409,413,419],[152,153,147],"h1",{"id":154},"crackrefractuv",[156,157,158],"p",{},"Where to sample one color channel so the crack bends the light and splits it like a prism.",[160,161,166],"pre",{"className":162,"code":163,"language":164,"meta":165,"style":165},"language-ts shiki shiki-themes github-dark","crackRefractUV(\n  displacedUV: v2f,\n  edgeNormal: v2f,\n  crackIntensity: number,\n  refractionStrength: number,\n  chromaticSplit: number,\n  channel: number,\n): v2f\n","ts","",[8,167,168,180,186,192,198,204,210,216],{"__ignoreMap":165},[169,170,173,176],"span",{"class":171,"line":172},"line",1,[169,174,147],{"class":175},"svObZ",[169,177,179],{"class":178},"s95oV","(\n",[169,181,183],{"class":171,"line":182},2,[169,184,185],{"class":178},"  displacedUV: v2f,\n",[169,187,189],{"class":171,"line":188},3,[169,190,191],{"class":178},"  edgeNormal: v2f,\n",[169,193,195],{"class":171,"line":194},4,[169,196,197],{"class":178},"  crackIntensity: number,\n",[169,199,201],{"class":171,"line":200},5,[169,202,203],{"class":178},"  refractionStrength: number,\n",[169,205,207],{"class":171,"line":206},6,[169,208,209],{"class":178},"  chromaticSplit: number,\n",[169,211,213],{"class":171,"line":212},7,[169,214,215],{"class":178},"  channel: number,\n",[169,217,219],{"class":171,"line":218},8,[169,220,221],{"class":178},"): v2f\n",[156,223,224,225,228,229,232,233,236],{},"Import ",[8,226,227],{},"effects"," from ",[8,230,231],{},"shaders\u002Fstd"," and use ",[8,234,235],{},"effects.fracture.crackRefractUV",".",[156,238,239,242,243,246,247,250,251,254],{},[8,240,241],{},"channel"," is 1 for red, 0 for green and -1 for blue; the three samples land slightly apart. ",[8,244,245],{},"refractionStrength"," (0 to 10) bends the sample across the crack and ",[8,248,249],{},"chromaticSplit"," (0 to 5) spreads the channels. Both fade with ",[8,252,253],{},"crackIntensity",", so unbroken glass is untouched.",[256,257,259],"h2",{"id":258},"parameters","Parameters",[261,262,263,279],"table",{},[264,265,266],"thead",{},[267,268,269,273,276],"tr",{},[270,271,272],"th",{},"Name",[270,274,275],{},"Type",[270,277,278],{},"Notes",[280,281,282],"tbody",{},[267,283,284,290,295],{},[285,286,287],"td",{},[8,288,289],{},"args",[285,291,292],{},[8,293,294],{},"[displacedUV: v2f, edgeNormal: v2f, crackIntensity: number, refractionStrength: number, chromaticSplit: number, channel: number]",[285,296],{},[256,298,300],{"id":299},"example","Example",[160,302,304],{"className":162,"code":303,"language":164,"meta":165,"style":165},"const red = child.sample(call(crackRefractUV, 'crackRefractUV', [geom.member('displacedUV'), geom.member('edgeNormal'), geom.member('crackIntensity'), uniforms.refractionStrength, uniforms.chromaticSplit, floatE(1)]))\n",[8,305,306],{"__ignoreMap":165},[169,307,308,312,316,319,322,325,328,331,334,338,341,344,346,349,352,354,356,359,361,363,365,368,371,374,376,379],{"class":171,"line":172},[169,309,311],{"class":310},"snl16","const",[169,313,315],{"class":314},"sDLfK"," red",[169,317,318],{"class":310}," =",[169,320,321],{"class":178}," child.",[169,323,324],{"class":175},"sample",[169,326,327],{"class":178},"(",[169,329,330],{"class":175},"call",[169,332,333],{"class":178},"(crackRefractUV, ",[169,335,337],{"class":336},"sU2Wk","'crackRefractUV'",[169,339,340],{"class":178},", [geom.",[169,342,343],{"class":175},"member",[169,345,327],{"class":178},[169,347,348],{"class":336},"'displacedUV'",[169,350,351],{"class":178},"), geom.",[169,353,343],{"class":175},[169,355,327],{"class":178},[169,357,358],{"class":336},"'edgeNormal'",[169,360,351],{"class":178},[169,362,343],{"class":175},[169,364,327],{"class":178},[169,366,367],{"class":336},"'crackIntensity'",[169,369,370],{"class":178},"), uniforms.refractionStrength, uniforms.chromaticSplit, ",[169,372,373],{"class":175},"floatE",[169,375,327],{"class":178},[169,377,378],{"class":314},"1",[169,380,381],{"class":178},")]))\n",[256,383,385],{"id":384},"see-also","See also",[387,388,389,400],"ul",{},[390,391,392,399],"li",{},[393,394,396],"a",{"href":395},"\u002Fdocs\u002Fprimitives\u002Feffects-fracture\u002Fcrackgeom",[8,397,398],{},"crackGeom"," — How much crack there is at a pixel, and which way the shard under it has moved.",[390,401,402,408],{},[393,403,405],{"href":404},"\u002Fdocs\u002Fprimitives\u002Feffects-fracture\u002Fcrackshardcompose",[8,406,407],{},"crackShardCompose"," — The finished glass: the three refracted channels blended into the crack, with a hint of light on tilted shards.",[256,410,412],{"id":411},"used-by","Used by",[156,414,415],{},[393,416,418],{"href":417},"\u002Fdocs\u002Fcomponents\u002Fshatter","Shatter",[420,421,422],"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}html pre.shiki code .sU2Wk, html code.shiki .sU2Wk{--shiki-default:#9ECBFF}",{"title":165,"searchDepth":182,"depth":182,"links":424},[425,426,427,428],{"id":258,"depth":182,"text":259},{"id":299,"depth":182,"text":300},{"id":384,"depth":182,"text":385},{"id":411,"depth":182,"text":412},"effects.fracture","effects-fracture","Fracture",false,"md","Filters & effects","function",{},true,"\u002Fdocs\u002Fprimitives\u002Feffects-fracture\u002Fcrackrefractuv",{"title":147,"description":158},"https:\u002F\u002Fgithub.com\u002Fshader-effects-inc\u002Fshaders\u002Fblob\u002Fmain\u002Fpackages\u002Fcore\u002Fsrc\u002Fstd\u002Feffects\u002Ffracture.ts#L177","docs\u002Fprimitives\u002F32.effects-fracture\u002F3.crackrefractuv","Bt5jN_8XJBkZyzTFvVysu4o5lBI5osWu3__HPrNzuzw"]