[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"guide-nav":3,"doc-\u002Fdocs\u002Fprimitives\u002Feffects-fracture\u002Fvoronoiregionfield":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":465,"categorySlug":466,"categoryTitle":467,"curated":468,"description":158,"editUrl":9,"extension":469,"group":248,"groupTitle":470,"kind":471,"meta":472,"navigation":473,"path":474,"seo":475,"sourceUrl":476,"stem":477,"wordCount":9,"__hash__":478},"primitives\u002Fdocs\u002Fprimitives\u002F32.effects-fracture\u002F1.voronoiregionfield.md","voronoiRegionField",{"type":149,"value":150,"toc":459},"minimark",[151,155,159,243,258,301,306,341,349,352,356,404,418,422,445,449,455],[152,153,147],"h1",{"id":154},"voronoiregionfield",[156,157,158],"p",{},"Splits the canvas into shards around random sites and records, per pixel, its shard and the next-nearest one.",[160,161,166],"pre",{"className":162,"code":163,"language":164,"meta":165,"style":165},"language-ts shiki shiki-themes github-dark","voronoiRegionField(opts: {\n    count: number\n    size: number\n    sites: (seed: number) => Float32Array\n    seedProp: string\n    seedDefault: number\n    output: string\n}): GpuComputeNode\n","ts","",[8,167,168,180,186,192,219,225,231,237],{"__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","(opts: {\n",[169,181,183],{"class":171,"line":182},2,[169,184,185],{"class":178},"    count: number\n",[169,187,189],{"class":171,"line":188},3,[169,190,191],{"class":178},"    size: number\n",[169,193,195,198,202,206,210,213,216],{"class":171,"line":194},4,[169,196,197],{"class":178},"    sites: (",[169,199,201],{"class":200},"s9osk","seed",[169,203,205],{"class":204},"snl16",":",[169,207,209],{"class":208},"sDLfK"," number",[169,211,212],{"class":178},") ",[169,214,215],{"class":204},"=>",[169,217,218],{"class":178}," Float32Array\n",[169,220,222],{"class":171,"line":221},5,[169,223,224],{"class":178},"    seedProp: string\n",[169,226,228],{"class":171,"line":227},6,[169,229,230],{"class":178},"    seedDefault: number\n",[169,232,234],{"class":171,"line":233},7,[169,235,236],{"class":178},"    output: string\n",[169,238,240],{"class":171,"line":239},8,[169,241,242],{"class":178},"}): GpuComputeNode\n",[156,244,245,246,249,250,253,254,257],{},"Import ",[8,247,248],{},"effects"," from ",[8,251,252],{},"shaders\u002Fstd"," and use ",[8,255,256],{},"effects.fracture.voronoiRegionField",".",[156,259,260,261,264,265,268,269,272,273,276,277,280,281,284,285,288,289,292,293,296,297,300],{},"A compute hook for the ",[8,262,263],{},"compute:"," field. ",[8,266,267],{},"count"," is the number of shards, ",[8,270,271],{},"size"," the field's resolution in pixels, ",[8,274,275],{},"sites(seed)"," your function returning the shard positions as ",[8,278,279],{},"[x, y, x, y, …]"," in uv, and ",[8,282,283],{},"seedProp"," the prop that re-rolls them. The field only recomputes when the seed changes. In the fragment, sample ",[8,286,287],{},"computeOutputs[output]"," with ",[8,290,291],{},"'nearestClamp'",": ",[8,294,295],{},".r"," is the nearest shard's index, ",[8,298,299],{},".g"," the second-nearest.",[302,303,305],"h2",{"id":304},"parameters","Parameters",[307,308,309,325],"table",{},[310,311,312],"thead",{},[313,314,315,319,322],"tr",{},[316,317,318],"th",{},"Name",[316,320,321],{},"Type",[316,323,324],{},"Notes",[326,327,328],"tbody",{},[313,329,330,336,339],{},[331,332,333],"td",{},[8,334,335],{},"opts",[331,337,338],{},"`{",[331,340],{},[160,342,347],{"className":343,"code":345,"language":346},[344],"language-text","count: number\nsize: number\nsites: (seed: number) => Float32Array\nseedProp: string\nseedDefault: number\noutput: string\n","text",[8,348,345],{"__ignoreMap":165},[156,350,351],{},"}` |  |",[302,353,355],{"id":354},"example","Example",[160,357,359],{"className":162,"code":358,"language":164,"meta":165,"style":165},"compute: voronoiRegionField({count: 16, size: 1024, sites: shardSites, seedProp: 'seed', seedDefault: 2, output: 'voronoiField'})\n",[8,360,361],{"__ignoreMap":165},[169,362,363,366,368,370,373,376,379,382,385,389,392,395,398,401],{"class":171,"line":172},[169,364,365],{"class":175},"compute",[169,367,292],{"class":178},[169,369,147],{"class":175},[169,371,372],{"class":178},"({count: ",[169,374,375],{"class":208},"16",[169,377,378],{"class":178},", size: ",[169,380,381],{"class":208},"1024",[169,383,384],{"class":178},", sites: shardSites, seedProp: ",[169,386,388],{"class":387},"sU2Wk","'seed'",[169,390,391],{"class":178},", seedDefault: ",[169,393,394],{"class":208},"2",[169,396,397],{"class":178},", output: ",[169,399,400],{"class":387},"'voronoiField'",[169,402,403],{"class":178},"})\n",[405,406,407],"blockquote",{},[156,408,409,413,414,417],{},[410,411,412],"strong",{},"Tip."," Fill your shard data texture from the same ",[8,415,416],{},"sites"," function, or the cracks drift off their shards.",[302,419,421],{"id":420},"see-also","See also",[423,424,425,436],"ul",{},[426,427,428,435],"li",{},[429,430,432],"a",{"href":431},"\u002Fdocs\u002Fprimitives\u002Feffects-fracture\u002Fcelllaneuvfor",[8,433,434],{},"cellLaneUVFor"," — Where one shard's value sits in a one-row data texture.",[426,437,438,444],{},[429,439,441],{"href":440},"\u002Fdocs\u002Fprimitives\u002Feffects-fracture\u002Fcrackgeom",[8,442,443],{},"crackGeom"," — How much crack there is at a pixel, and which way the shard under it has moved.",[302,446,448],{"id":447},"used-by","Used by",[156,450,451],{},[429,452,454],{"href":453},"\u002Fdocs\u002Fcomponents\u002Fshatter","Shatter",[456,457,458],"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 .s9osk, html code.shiki .s9osk{--shiki-default:#FFAB70}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 .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":165,"searchDepth":182,"depth":182,"links":460},[461,462,463,464],{"id":304,"depth":182,"text":305},{"id":354,"depth":182,"text":355},{"id":420,"depth":182,"text":421},{"id":447,"depth":182,"text":448},"effects.fracture","effects-fracture","Fracture",false,"md","Filters & effects","function",{},true,"\u002Fdocs\u002Fprimitives\u002Feffects-fracture\u002Fvoronoiregionfield",{"title":147,"description":158},"https:\u002F\u002Fgithub.com\u002Fshader-effects-inc\u002Fshaders\u002Fblob\u002Fmain\u002Fpackages\u002Fcore\u002Fsrc\u002Fstd\u002Feffects\u002Ffracture.ts#L247","docs\u002Fprimitives\u002F32.effects-fracture\u002F1.voronoiregionfield","E42chUXtSCag1wGw4kvOLPjgMef3FQ-zNoZrICgvmAA"]