[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"guide-nav":3,"doc-\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Ffdslope":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":226,"categorySlug":226,"categoryTitle":454,"curated":455,"description":456,"editUrl":9,"extension":457,"group":458,"groupTitle":459,"kind":460,"meta":461,"navigation":462,"path":463,"seo":464,"sourceUrl":465,"stem":466,"wordCount":9,"__hash__":467},"primitives\u002Fdocs\u002Fprimitives\u002F14.materials\u002F8.fdslope.md","fdSlope",{"type":149,"value":150,"toc":447},"minimark",[151,155,171,221,235,253,258,338,342,384,398,402,433,437,443],[152,153,147],"h1",{"id":154},"fdslope",[156,157,158,159,162,163,166,167,170],"p",{},"The value and slope of any field at a point: ",[8,160,161],{},"value",", ",[8,164,165],{},"dx"," and ",[8,168,169],{},"dy",".",[172,173,178],"pre",{"className":174,"code":175,"language":176,"meta":177,"style":177},"language-ts shiki shiki-themes github-dark","fdSlope(sampleAt: (p: Expr) => Expr, p: Expr, eps: number, hint: string = 'fd'): {value: Expr; dx: Expr; dy: Expr}\n","ts","",[8,179,180],{"__ignoreMap":177},[181,182,185,188,192,195,199,202,205,208,211,214,218],"span",{"class":183,"line":184},"line",1,[181,186,147],{"class":187},"svObZ",[181,189,191],{"class":190},"s95oV","(sampleAt: (",[181,193,156],{"class":194},"s9osk",[181,196,198],{"class":197},"snl16",":",[181,200,201],{"class":187}," Expr",[181,203,204],{"class":190},") ",[181,206,207],{"class":197},"=>",[181,209,210],{"class":190}," Expr, p: Expr, eps: number, hint: string ",[181,212,213],{"class":197},"=",[181,215,217],{"class":216},"sU2Wk"," 'fd'",[181,219,220],{"class":190},"): {value: Expr; dx: Expr; dy: Expr}\n",[156,222,223,224,227,228,231,232,170],{},"Import ",[8,225,226],{},"materials"," from ",[8,229,230],{},"shaders\u002Fstd"," and use ",[8,233,234],{},"materials.fdSlope",[156,236,237,240,241,244,245,166,247,249,250,170],{},[8,238,239],{},"sampleAt"," is the field as a function of a 2D point, ",[8,242,243],{},"eps"," the tap distance in that point's units (a few thousandths in uv). The bridge from a height field to a normal: feed ",[8,246,165],{},[8,248,169],{}," to ",[8,251,252],{},"nudgeNormal",[254,255,257],"h2",{"id":256},"parameters","Parameters",[259,260,261,277],"table",{},[262,263,264],"thead",{},[265,266,267,271,274],"tr",{},[268,269,270],"th",{},"Name",[268,272,273],{},"Type",[268,275,276],{},"Notes",[278,279,280,294,307,320],"tbody",{},[265,281,282,287,292],{},[283,284,285],"td",{},[8,286,239],{},[283,288,289],{},[8,290,291],{},"(p: Expr) => Expr",[283,293],{},[265,295,296,300,305],{},[283,297,298],{},[8,299,156],{},[283,301,302],{},[8,303,304],{},"Expr",[283,306],{},[265,308,309,313,318],{},[283,310,311],{},[8,312,243],{},[283,314,315],{},[8,316,317],{},"number",[283,319],{},[265,321,322,327,332],{},[283,323,324],{},[8,325,326],{},"hint",[283,328,329],{},[8,330,331],{},"string",[283,333,334,335,170],{},"Optional. Default ",[8,336,337],{},"'fd'",[254,339,341],{"id":340},"example","Example",[172,343,345],{"className":174,"code":344,"language":176,"meta":177,"style":177},"const relief = fdSlope((at) => heightField(params, at), uv, 0.0035)\n",[8,346,347],{"__ignoreMap":177},[181,348,349,352,356,359,362,365,368,370,372,375,378,381],{"class":183,"line":184},[181,350,351],{"class":197},"const",[181,353,355],{"class":354},"sDLfK"," relief",[181,357,358],{"class":197}," =",[181,360,361],{"class":187}," fdSlope",[181,363,364],{"class":190},"((",[181,366,367],{"class":194},"at",[181,369,204],{"class":190},[181,371,207],{"class":197},[181,373,374],{"class":187}," heightField",[181,376,377],{"class":190},"(params, at), uv, ",[181,379,380],{"class":354},"0.0035",[181,382,383],{"class":190},")\n",[385,386,387],"blockquote",{},[156,388,389,393,394,397],{},[390,391,392],"strong",{},"Tip."," Three taps of the field per pixel. Keep the field cheap or ",[8,395,396],{},"share"," it.",[254,399,401],{"id":400},"see-also","See also",[403,404,405,415,424],"ul",{},[406,407,408,414],"li",{},[409,410,412],"a",{"href":411},"\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Fnudgenormal",[8,413,252],{}," — Tilts a normal by a slope in x and y, turning a height field into relief.",[406,416,417,423],{},[409,418,420],{"href":419},"\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Fperlinslope",[8,421,422],{},"perlinSlope"," — The slope of smooth noise at a point, for wavy or molten relief.",[406,425,426,432],{},[409,427,429],{"href":428},"\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Fcellnoiseat",[8,430,431],{},"cellNoiseAt"," — Cellular noise at a 2D point: 0 at each cell's seed point, rising toward the cell walls.",[254,434,436],{"id":435},"used-by","Used by",[156,438,439],{},[409,440,442],{"href":441},"\u002Fdocs\u002Fcomponents\u002Fcrystal","Crystal",[444,445,446],"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 .sU2Wk, html code.shiki .sU2Wk{--shiki-default:#9ECBFF}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":177,"searchDepth":448,"depth":448,"links":449},2,[450,451,452,453],{"id":256,"depth":448,"text":257},{"id":340,"depth":448,"text":341},{"id":400,"depth":448,"text":401},{"id":435,"depth":448,"text":436},"Materials & surfaces",false,"The value and slope of any field at a point: `value`, `dx` and `dy`.","md","light","Noise, light & materials","function",{},true,"\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Ffdslope",{"title":147,"description":456},"https:\u002F\u002Fgithub.com\u002Fshader-effects-inc\u002Fshaders\u002Fblob\u002Fmain\u002Fpackages\u002Fcore\u002Fsrc\u002Fstd\u002Fpaint\u002Fmaterials.ts#L997","docs\u002Fprimitives\u002F14.materials\u002F8.fdslope","hhQL9QCKHPiN0jqIi1Koe0Xos62nfqzXeLDh1it3OUk"]