[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"guide-nav":3,"doc-\u002Fdocs\u002Fprimitives\u002Feffects-pointerfields":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 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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":760,"categorySlug":761,"categoryTitle":9,"curated":339,"description":762,"editUrl":763,"extension":764,"group":765,"groupTitle":766,"kind":9,"meta":767,"navigation":339,"path":768,"seo":769,"sourceUrl":770,"stem":771,"wordCount":373,"__hash__":772},"primitives\u002Fdocs\u002Fprimitives\u002F35.effects-pointerfields\u002Findex.md","Pointer 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or liquid that ripples after a push",[263,278,279],{},[186,280,281],{"href":202},[8,282,205],{},[248,284,285,288],{},[263,286,287],{},"the grid-size prop's recompile rule",[263,289,290],{},[186,291,292],{"href":195},[8,293,198],{},[248,295,296,299],{},[263,297,298],{},"the range that rule holds the grid to",[263,300,301,307,308],{},[186,302,304],{"href":303},"\u002Fdocs\u002Fprimitives\u002Feffects-pointerfields\u002Fsplat-min-grid",[8,305,306],{},"SPLAT_MIN_GRID",", ",[186,309,311],{"href":310},"\u002Fdocs\u002Fprimitives\u002Feffects-pointerfields\u002Fsplat-max-grid",[8,312,313],{},"SPLAT_MAX_GRID",[237,315,317],{"id":316},"example","Example",[208,319,321],{"className":210,"code":320,"language":212,"meta":213,"style":213},"import {defineShader, p, effects, sim, warps, recompileWhen, transformEdges} from 'shaders\u002Fstd'\n\nconst {pointerSplatField, clampSplatGridSize} = effects.pointerFields\n\n\u002F\u002F Smear: the layer inside follows the cursor in coarse cells and eases back when it stops.\nexport const Smear = defineShader({\n  name: 'Smear',\n  usesPointer: true,\n  props: {\n    intensity: {default: 1},\n    decay: {default: 3},\n    radius: {default: 1},\n    \u002F\u002F Rebuild the simulation only when the cell count really changes, not on every slider step.\n    gridSize: {default: 20, recompile: recompileWhen((prev, next) => clampSplatGridSize(prev as number) !== clampSplatGridSize(next as number))},\n    edges: {default: 'stretch', transform: transformEdges, compileTime: true},\n  },\n  ...sim.grids.gridSim(pointerSplatField({\n    gridSize: p('gridSize'), decay: p('decay'), intensity: p('intensity'), radius: p('radius'),\n    output: 'displacement',\n  })),\n  map: warps.gridCellDisplace({gridSize: p('gridSize'), output: 'displacement'}),\n  \u002F\u002F Before the field exists (no GPU yet), the warp passes the layer through untouched.\n  uvRemapIdentityWhen: ({computeOutputs}) => 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