[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"guide-nav":3,"doc-\u002Fdocs\u002Fprimitives\u002Finvoke\u002Fpaintframe":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":488,"categorySlug":488,"categoryTitle":489,"curated":490,"description":491,"editUrl":9,"extension":492,"group":493,"groupTitle":494,"kind":495,"meta":496,"navigation":497,"path":498,"seo":499,"sourceUrl":500,"stem":501,"wordCount":9,"__hash__":502},"primitives\u002Fdocs\u002Fprimitives\u002F4.invoke\u002F8.paintframe.md","paintFrame",{"type":149,"value":150,"toc":483},"minimark",[151,155,163,184,194,205,210,247,251,431,435,479],[152,153,147],"h1",{"id":154},"paintframe",[156,157,158,159,162],"p",{},"The coordinate and frame size a hand-written ",[8,160,161],{},"paint:"," builder should draw in.",[164,165,170],"pre",{"className":166,"code":167,"language":168,"meta":169,"style":169},"language-ts shiki shiki-themes github-dark","paintFrame(params: GpuFragmentParams): {uv: Expr; viewport: Expr}\n","ts","",[8,171,172],{"__ignoreMap":169},[173,174,177,180],"span",{"class":175,"line":176},"line",1,[173,178,147],{"class":179},"svObZ",[173,181,183],{"class":182},"s95oV","(params: GpuFragmentParams): {uv: Expr; viewport: Expr}\n",[156,185,186,187,189,190,193],{},"Import ",[8,188,147],{}," from ",[8,191,192],{},"shaders\u002Fstd",".",[156,195,196,197,200,201,204],{},"Returns ",[8,198,199],{},"uv"," and ",[8,202,203],{},"viewport"," as GPU values. Inside a distortion the uv is the distorted one, and inside a sized box the viewport is the box, so a generator built on these behaves like the library's own.",[206,207,209],"h2",{"id":208},"parameters","Parameters",[211,212,213,229],"table",{},[214,215,216],"thead",{},[217,218,219,223,226],"tr",{},[220,221,222],"th",{},"Name",[220,224,225],{},"Type",[220,227,228],{},"Notes",[230,231,232],"tbody",{},[217,233,234,240,245],{},[235,236,237],"td",{},[8,238,239],{},"params",[235,241,242],{},[8,243,244],{},"GpuFragmentParams",[235,246],{},[206,248,250],{"id":249},"example","Example",[164,252,254],{"className":166,"code":253,"language":168,"meta":169,"style":169},"paint: (params) => {\n  const {uv} = paintFrame(params)\n  const center = uniformOf(p('center'), params)\n  const d = length(sub(uv, vec2(center.member('x'), sub(1, center.member('y')))))\n  return vec4(splat3(smoothstep(0, 0.5, d)), 1)\n}\n",[8,255,256,277,301,329,387,425],{"__ignoreMap":169},[173,257,258,261,264,267,270,274],{"class":175,"line":176},[173,259,260],{"class":179},"paint",[173,262,263],{"class":182},": (",[173,265,239],{"class":266},"s9osk",[173,268,269],{"class":182},") ",[173,271,273],{"class":272},"snl16","=>",[173,275,276],{"class":182}," {\n",[173,278,280,283,286,289,292,295,298],{"class":175,"line":279},2,[173,281,282],{"class":272},"  const",[173,284,285],{"class":182}," {",[173,287,199],{"class":288},"sDLfK",[173,290,291],{"class":182},"} ",[173,293,294],{"class":272},"=",[173,296,297],{"class":179}," paintFrame",[173,299,300],{"class":182},"(params)\n",[173,302,304,306,309,312,315,318,320,322,326],{"class":175,"line":303},3,[173,305,282],{"class":272},[173,307,308],{"class":288}," center",[173,310,311],{"class":272}," =",[173,313,314],{"class":179}," uniformOf",[173,316,317],{"class":182},"(",[173,319,156],{"class":179},[173,321,317],{"class":182},[173,323,325],{"class":324},"sU2Wk","'center'",[173,327,328],{"class":182},"), params)\n",[173,330,332,334,337,339,342,344,347,350,353,356,359,361,364,367,369,371,374,377,379,381,384],{"class":175,"line":331},4,[173,333,282],{"class":272},[173,335,336],{"class":288}," d",[173,338,311],{"class":272},[173,340,341],{"class":179}," length",[173,343,317],{"class":182},[173,345,346],{"class":179},"sub",[173,348,349],{"class":182},"(uv, ",[173,351,352],{"class":179},"vec2",[173,354,355],{"class":182},"(center.",[173,357,358],{"class":179},"member",[173,360,317],{"class":182},[173,362,363],{"class":324},"'x'",[173,365,366],{"class":182},"), ",[173,368,346],{"class":179},[173,370,317],{"class":182},[173,372,373],{"class":288},"1",[173,375,376],{"class":182},", center.",[173,378,358],{"class":179},[173,380,317],{"class":182},[173,382,383],{"class":324},"'y'",[173,385,386],{"class":182},")))))\n",[173,388,390,393,396,398,401,403,406,408,411,414,417,420,422],{"class":175,"line":389},5,[173,391,392],{"class":272},"  return",[173,394,395],{"class":179}," vec4",[173,397,317],{"class":182},[173,399,400],{"class":179},"splat3",[173,402,317],{"class":182},[173,404,405],{"class":179},"smoothstep",[173,407,317],{"class":182},[173,409,410],{"class":288},"0",[173,412,413],{"class":182},", ",[173,415,416],{"class":288},"0.5",[173,418,419],{"class":182},", d)), ",[173,421,373],{"class":288},[173,423,424],{"class":182},")\n",[173,426,428],{"class":175,"line":427},6,[173,429,430],{"class":182},"}\n",[206,432,434],{"id":433},"see-also","See also",[436,437,438,467],"ul",{},[439,440,441,448,449,413,452,413,455,413,458,413,461,413,464,193],"li",{},[442,443,445],"a",{"href":444},"\u002Fdocs\u002Fprimitives\u002Finvoke\u002Fctx",[8,446,447],{},"ctx"," — The context values as tokens: ",[8,450,451],{},"ctx.uv",[8,453,454],{},"ctx.time",[8,456,457],{},"ctx.aspect",[8,459,460],{},"ctx.pointer",[8,462,463],{},"ctx.viewportSize",[8,465,466],{},"ctx.logicalViewportSize",[439,468,469,475,476,193],{},[442,470,472],{"href":471},"\u002Fdocs\u002Fprimitives\u002Finvoke\u002Funiformof",[8,473,474],{},"uniformOf"," — The live GPU value of a prop, for a hand-written builder: ",[8,477,478],{},"uniformOf(p('radius'), params)",[480,481,482],"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 .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 pre.shiki code .sU2Wk, html code.shiki .sU2Wk{--shiki-default:#9ECBFF}",{"title":169,"searchDepth":279,"depth":279,"links":484},[485,486,487],{"id":208,"depth":279,"text":209},{"id":249,"depth":279,"text":250},{"id":433,"depth":279,"text":434},"invoke","Context & invocation",false,"The coordinate and frame size a hand-written `paint:` builder should draw in.","md","define","Defining a shader","function",{},true,"\u002Fdocs\u002Fprimitives\u002Finvoke\u002Fpaintframe",{"title":147,"description":491},"https:\u002F\u002Fgithub.com\u002Fshader-effects-inc\u002Fshaders\u002Fblob\u002Fmain\u002Fpackages\u002Fcore\u002Fsrc\u002Fstd\u002Finvoke.ts#L87","docs\u002Fprimitives\u002F4.invoke\u002F8.paintframe","fTMv_gPb3b4H1TFuxn0ylVoGtSGyOyWU8pvycpA0chg"]