[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"guide-nav":3,"doc-\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Fkeylightat":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":204,"categorySlug":204,"categoryTitle":468,"curated":469,"description":470,"editUrl":9,"extension":471,"group":472,"groupTitle":473,"kind":474,"meta":475,"navigation":476,"path":477,"seo":478,"sourceUrl":479,"stem":480,"wordCount":9,"__hash__":481},"primitives\u002Fdocs\u002Fprimitives\u002F14.materials\u002F12.keylightat.md","keyLightAt",{"type":149,"value":150,"toc":461},"minimark",[151,155,167,199,214,246,251,318,322,360,370,374,426,430,457],[152,153,147],"h1",{"id":154},"keylightat",[156,157,158,159,162,163,166],"p",{},"A key light from an angle: the light direction ",[8,160,161],{},".L"," and the half vector ",[8,164,165],{},".H"," for highlights.",[168,169,174],"pre",{"className":170,"code":171,"language":172,"meta":173,"style":173},"language-ts shiki shiki-themes github-dark","keyLightAt(dir: Expr, elevation: number, hint: string = 'kl'): Expr\n","ts","",[8,175,176],{"__ignoreMap":173},[177,178,181,184,188,192,196],"span",{"class":179,"line":180},"line",1,[177,182,147],{"class":183},"svObZ",[177,185,187],{"class":186},"s95oV","(dir: Expr, elevation: number, hint: string ",[177,189,191],{"class":190},"snl16","=",[177,193,195],{"class":194},"sU2Wk"," 'kl'",[177,197,198],{"class":186},"): Expr\n",[156,200,201,202,205,206,209,210,213],{},"Import ",[8,203,204],{},"materials"," from ",[8,207,208],{},"shaders\u002Fstd"," and use ",[8,211,212],{},"materials.keyLightAt",".",[156,215,216,219,220,223,224,227,228,231,232,234,235,238,239,242,243,245],{},[8,217,218],{},"dir"," is a ",[8,221,222],{},"direction()"," vector (from ",[8,225,226],{},"frames","). ",[8,229,230],{},"elevation"," is how far the light sits toward the viewer: −0.6 raking, −0.9 frontal. Read ",[8,233,161],{}," with ",[8,236,237],{},"member('L')"," for ",[8,240,241],{},"lambert"," and ",[8,244,165],{}," for a glint.",[247,248,250],"h2",{"id":249},"parameters","Parameters",[252,253,254,270],"table",{},[255,256,257],"thead",{},[258,259,260,264,267],"tr",{},[261,262,263],"th",{},"Name",[261,265,266],{},"Type",[261,268,269],{},"Notes",[271,272,273,287,300],"tbody",{},[258,274,275,280,285],{},[276,277,278],"td",{},[8,279,218],{},[276,281,282],{},[8,283,284],{},"Expr",[276,286],{},[258,288,289,293,298],{},[276,290,291],{},[8,292,230],{},[276,294,295],{},[8,296,297],{},"number",[276,299],{},[258,301,302,307,312],{},[276,303,304],{},[8,305,306],{},"hint",[276,308,309],{},[8,310,311],{},"string",[276,313,314,315,213],{},"Optional. Default ",[8,316,317],{},"'kl'",[247,319,321],{"id":320},"example","Example",[168,323,325],{"className":170,"code":324,"language":172,"meta":173,"style":173},"const key = keyLightAt(direction(u.lightAngle), -0.7)\n",[8,326,327],{"__ignoreMap":173},[177,328,329,332,336,339,342,345,348,351,354,357],{"class":179,"line":180},[177,330,331],{"class":190},"const",[177,333,335],{"class":334},"sDLfK"," key",[177,337,338],{"class":190}," =",[177,340,341],{"class":183}," keyLightAt",[177,343,344],{"class":186},"(",[177,346,347],{"class":183},"direction",[177,349,350],{"class":186},"(u.lightAngle), ",[177,352,353],{"class":190},"-",[177,355,356],{"class":334},"0.7",[177,358,359],{"class":186},")\n",[361,362,363],"blockquote",{},[156,364,365,369],{},[366,367,368],"strong",{},"Tip."," Elevation is negative in this engine. A positive value lights the surface from behind.",[247,371,373],{"id":372},"see-also","See also",[375,376,377,388,400,408,417],"ul",{},[378,379,380,387],"li",{},[381,382,384],"a",{"href":383},"\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Fkeylightxy",[8,385,386],{},"keyLightXY"," — A key light from explicit x and y components, for a second or a crossed light.",[378,389,390,396,397,399],{},[381,391,393],{"href":392},"\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Flightvec3",[8,394,395],{},"lightVec3"," — A 3D light direction from a ",[8,398,222],{}," vector and an elevation.",[378,401,402,407],{},[381,403,405],{"href":404},"\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Flambert",[8,406,241],{}," — How much a light falls on a surface: 0 facing away, 1 facing it.",[378,409,410,416],{},[381,411,413],{"href":412},"\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Fduallobeglint",[8,414,415],{},"dualLobeGlint"," — A highlight with a tight hot core and a wide dim halo.",[378,418,419,425],{},[381,420,422],{"href":421},"\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Fsharpglint",[8,423,424],{},"sharpGlint"," — A highlight whose tightness follows a sharpness slider.",[247,427,429],{"id":428},"used-by","Used by",[156,431,432,436,437,436,441,436,445,436,449,436,453],{},[381,433,435],{"href":434},"\u002Fdocs\u002Fcomponents\u002Ffrost","Frost",", ",[381,438,440],{"href":439},"\u002Fdocs\u002Fcomponents\u002Fgoo","Goo",[381,442,444],{"href":443},"\u002Fdocs\u002Fcomponents\u002Fliquidmetal","LiquidMetal",[381,446,448],{"href":447},"\u002Fdocs\u002Fcomponents\u002Fnebula","Nebula",[381,450,452],{"href":451},"\u002Fdocs\u002Fcomponents\u002Fplastic","Plastic",[381,454,456],{"href":455},"\u002Fdocs\u002Fcomponents\u002Fwater","Water",[458,459,460],"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 .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":173,"searchDepth":462,"depth":462,"links":463},2,[464,465,466,467],{"id":249,"depth":462,"text":250},{"id":320,"depth":462,"text":321},{"id":372,"depth":462,"text":373},{"id":428,"depth":462,"text":429},"Materials & surfaces",false,"A key light from an angle: the light direction `.L` and the half vector `.H` for highlights.","md","light","Noise, light & materials","function",{},true,"\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Fkeylightat",{"title":147,"description":470},"https:\u002F\u002Fgithub.com\u002Fshader-effects-inc\u002Fshaders\u002Fblob\u002Fmain\u002Fpackages\u002Fcore\u002Fsrc\u002Fstd\u002Fpaint\u002Fmaterials.ts#L784","docs\u002Fprimitives\u002F14.materials\u002F12.keylightat","9dwcWVFVzBV0r4NiB9l1a7i62XCltRUHUmBP2pZ13BQ"]