[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"guide-nav":3,"doc-\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Fnearestedge":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":436,"curated":437,"description":158,"editUrl":9,"extension":438,"group":439,"groupTitle":440,"kind":441,"meta":442,"navigation":443,"path":444,"seo":445,"sourceUrl":446,"stem":447,"wordCount":9,"__hash__":448},"primitives\u002Fdocs\u002Fprimitives\u002F14.materials\u002F53.nearestedge.md","nearestEdge",{"type":149,"value":150,"toc":430},"minimark",[151,155,159,221,236,247,252,332,336,370,374,416,420,426],[152,153,147],"h1",{"id":154},"nearestedge",[156,157,158],"p",{},"The closest point on the shape's edge to this pixel, and the outward normal there.",[160,161,166],"pre",{"className":162,"code":163,"language":164,"meta":165,"style":165},"language-ts shiki shiki-themes github-dark","nearestEdge(\n  sdfUV: Expr,\n  sdf: Expr,\n  slope: Expr,\n  hint: string = 'edge',\n): {point: Expr; normal: Expr}\n","ts","",[8,167,168,180,186,192,198,215],{"__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","(\n",[169,181,183],{"class":171,"line":182},2,[169,184,185],{"class":178},"  sdfUV: Expr,\n",[169,187,189],{"class":171,"line":188},3,[169,190,191],{"class":178},"  sdf: Expr,\n",[169,193,195],{"class":171,"line":194},4,[169,196,197],{"class":178},"  slope: Expr,\n",[169,199,201,204,208,212],{"class":171,"line":200},5,[169,202,203],{"class":178},"  hint: string ",[169,205,207],{"class":206},"snl16","=",[169,209,211],{"class":210},"sU2Wk"," 'edge'",[169,213,214],{"class":178},",\n",[169,216,218],{"class":171,"line":217},6,[169,219,220],{"class":178},"): {point: Expr; normal: Expr}\n",[156,222,223,224,227,228,231,232,235],{},"Import ",[8,225,226],{},"materials"," from ",[8,229,230],{},"shaders\u002Fstd"," and use ",[8,233,234],{},"materials.nearestEdge",".",[156,237,238,239,242,243,246],{},"Where a rim glow or contact shadow comes from for pixels outside the shape. ",[8,240,241],{},"slope"," is ",[8,244,245],{},"fieldSlope","; its length is guarded.",[248,249,251],"h2",{"id":250},"parameters","Parameters",[253,254,255,271],"table",{},[256,257,258],"thead",{},[259,260,261,265,268],"tr",{},[262,263,264],"th",{},"Name",[262,266,267],{},"Type",[262,269,270],{},"Notes",[272,273,274,289,302,314],"tbody",{},[259,275,276,282,287],{},[277,278,279],"td",{},[8,280,281],{},"sdfUV",[277,283,284],{},[8,285,286],{},"Expr",[277,288],{},[259,290,291,296,300],{},[277,292,293],{},[8,294,295],{},"sdf",[277,297,298],{},[8,299,286],{},[277,301],{},[259,303,304,308,312],{},[277,305,306],{},[8,307,241],{},[277,309,310],{},[8,311,286],{},[277,313],{},[259,315,316,321,326],{},[277,317,318],{},[8,319,320],{},"hint",[277,322,323],{},[8,324,325],{},"string",[277,327,328,329,235],{},"Optional. Default ",[8,330,331],{},"'edge'",[248,333,335],{"id":334},"example","Example",[160,337,339],{"className":162,"code":338,"language":164,"meta":165,"style":165},"const edge = nearestEdge(frame.sdfUV!, field.sdf, fieldSlope(field))\n",[8,340,341],{"__ignoreMap":165},[169,342,343,346,350,353,356,359,362,365,367],{"class":171,"line":172},[169,344,345],{"class":206},"const",[169,347,349],{"class":348},"sDLfK"," edge",[169,351,352],{"class":206}," =",[169,354,355],{"class":175}," nearestEdge",[169,357,358],{"class":178},"(frame.sdfUV",[169,360,361],{"class":206},"!",[169,363,364],{"class":178},", field.sdf, ",[169,366,245],{"class":175},[169,368,369],{"class":178},"(field))\n",[248,371,373],{"id":372},"see-also","See also",[375,376,377,387,407],"ul",{},[378,379,380,386],"li",{},[381,382,384],"a",{"href":383},"\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Ffieldslope",[8,385,245],{}," — The direction the shape's distance grows in: a 2D vector pointing outward at this pixel.",[378,388,389,395,396,399,400,403,404,235],{},[381,390,392],{"href":391},"\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Fpointlightfrom",[8,393,394],{},"pointLightFrom"," — A point light as seen from a point on the shape: the 3D light vector ",[8,397,398],{},"L",", the 2D direction ",[8,401,402],{},"toLight"," and the ",[8,405,406],{},"distance",[378,408,409,415],{},[381,410,412],{"href":411},"\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Fcontinuedfield",[8,413,414],{},"continuedField"," — The distance field extended past the edge of an SVG shape's texture.",[248,417,419],{"id":418},"used-by","Used by",[156,421,422],{},[381,423,425],{"href":424},"\u002Fdocs\u002Fcomponents\u002Firradiance","Irradiance",[427,428,429],"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":165,"searchDepth":182,"depth":182,"links":431},[432,433,434,435],{"id":250,"depth":182,"text":251},{"id":334,"depth":182,"text":335},{"id":372,"depth":182,"text":373},{"id":418,"depth":182,"text":419},"Materials & surfaces",false,"md","light","Noise, light & materials","function",{},true,"\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Fnearestedge",{"title":147,"description":158},"https:\u002F\u002Fgithub.com\u002Fshader-effects-inc\u002Fshaders\u002Fblob\u002Fmain\u002Fpackages\u002Fcore\u002Fsrc\u002Fstd\u002Fpaint\u002Fmaterials.ts#L1270","docs\u002Fprimitives\u002F14.materials\u002F53.nearestedge","LZOcpsy0TNWyupxBBd_6S1ycD9RiMW-EETTzQdDI5Kg"]