[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"guide-nav":3,"doc-\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Fschlickfresnel":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":224,"categorySlug":224,"categoryTitle":419,"curated":420,"description":421,"editUrl":9,"extension":422,"group":423,"groupTitle":424,"kind":425,"meta":426,"navigation":427,"path":428,"seo":429,"sourceUrl":430,"stem":431,"wordCount":9,"__hash__":432},"primitives\u002Fdocs\u002Fprimitives\u002F14.materials\u002F27.schlickfresnel.md","schlickFresnel",{"type":149,"value":150,"toc":413},"minimark",[151,155,167,219,234,252,257,307,311,345,349,390,394,409],[152,153,147],"h1",{"id":154},"schlickfresnel",[156,157,158,159,162,163,166],"p",{},"How mirror-like a surface is at this pixel: ",[8,160,161],{},"r0"," face-on, rising to ",[8,164,165],{},"r0 + gain"," at the rim.",[168,169,174],"pre",{"className":170,"code":171,"language":172,"meta":173,"style":173},"language-ts shiki shiki-themes github-dark","schlickFresnel(\n  grazing: Expr,\n  opts: {r0?: number; gain: Expr | number; power?: number},\n): Expr\n","ts","",[8,175,176,188,194,213],{"__ignoreMap":173},[177,178,181,184],"span",{"class":179,"line":180},"line",1,[177,182,147],{"class":183},"svObZ",[177,185,187],{"class":186},"s95oV","(\n",[177,189,191],{"class":179,"line":190},2,[177,192,193],{"class":186},"  grazing: Expr,\n",[177,195,197,200,204,207,210],{"class":179,"line":196},3,[177,198,199],{"class":186},"  opts: {r0?: number; gain: Expr ",[177,201,203],{"class":202},"snl16","|",[177,205,206],{"class":186}," number; power",[177,208,209],{"class":202},"?:",[177,211,212],{"class":186}," number},\n",[177,214,216],{"class":179,"line":215},4,[177,217,218],{"class":186},"): Expr\n",[156,220,221,222,225,226,229,230,233],{},"Import ",[8,223,224],{},"materials"," from ",[8,227,228],{},"shaders\u002Fstd"," and use ",[8,231,232],{},"materials.schlickFresnel",".",[156,235,236,239,240,243,244,247,248,251],{},[8,237,238],{},"grazing"," comes from ",[8,241,242],{},"grazingOf"," or ",[8,245,246],{},"grazingFlat",". Glass is ",[8,249,250],{},"{r0: 0.04, gain: 0.96}",". Lower the gain to keep the rim from turning into a full mirror over an interior.",[253,254,256],"h2",{"id":255},"parameters","Parameters",[258,259,260,276],"table",{},[261,262,263],"thead",{},[264,265,266,270,273],"tr",{},[267,268,269],"th",{},"Name",[267,271,272],{},"Type",[267,274,275],{},"Notes",[277,278,279,293],"tbody",{},[264,280,281,286,291],{},[282,283,284],"td",{},[8,285,238],{},[282,287,288],{},[8,289,290],{},"Expr",[282,292],{},[264,294,295,300,305],{},[282,296,297],{},[8,298,299],{},"opts",[282,301,302],{},[8,303,304],{},"{r0?: number; gain: Expr | number; power?: number}",[282,306],{},[253,308,310],{"id":309},"example","Example",[168,312,314],{"className":170,"code":313,"language":172,"meta":173,"style":173},"const fresnel = schlickFresnel(grazingOf(n, view), {gain: 0.6})\n",[8,315,316],{"__ignoreMap":173},[177,317,318,321,325,328,331,334,336,339,342],{"class":179,"line":180},[177,319,320],{"class":202},"const",[177,322,324],{"class":323},"sDLfK"," fresnel",[177,326,327],{"class":202}," =",[177,329,330],{"class":183}," schlickFresnel",[177,332,333],{"class":186},"(",[177,335,242],{"class":183},[177,337,338],{"class":186},"(n, view), {gain: ",[177,340,341],{"class":323},"0.6",[177,343,344],{"class":186},"})\n",[253,346,348],{"id":347},"see-also","See also",[350,351,352,366,374],"ul",{},[353,354,355,362,363,166],"li",{},[356,357,359],"a",{"href":358},"\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Ffresnelboost",[8,360,361],{},"fresnelBoost"," — A multiplier that brightens grazing edges: 1 face-on, up to ",[8,364,365],{},"1 + amount",[353,367,368,373],{},[356,369,371],{"href":370},"\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Fgrazingof",[8,372,242],{}," — How edge-on the surface is to the viewer: 0 face-on, 1 grazing.",[353,375,376,382,383,386,387,233],{},[356,377,379],{"href":378},"\u002Fdocs\u002Fprimitives\u002Fmath\u002Freflect",[8,380,381],{},"reflect"," — The direction ",[8,384,385],{},"i"," bounced off a surface with unit normal ",[8,388,389],{},"n",[253,391,393],{"id":392},"used-by","Used by",[156,395,396,400,401,400,405],{},[356,397,399],{"href":398},"\u002Fdocs\u002Fcomponents\u002Fobsidian","Obsidian",", ",[356,402,404],{"href":403},"\u002Fdocs\u002Fcomponents\u002Fvoxels","Voxels",[356,406,408],{"href":407},"\u002Fdocs\u002Fcomponents\u002Fwater","Water",[410,411,412],"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 .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":190,"depth":190,"links":414},[415,416,417,418],{"id":255,"depth":190,"text":256},{"id":309,"depth":190,"text":310},{"id":347,"depth":190,"text":348},{"id":392,"depth":190,"text":393},"Materials & surfaces",false,"How mirror-like a surface is at this pixel: `r0` face-on, rising to `r0 + gain` at the rim.","md","light","Noise, light & materials","function",{},true,"\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Fschlickfresnel",{"title":147,"description":421},"https:\u002F\u002Fgithub.com\u002Fshader-effects-inc\u002Fshaders\u002Fblob\u002Fmain\u002Fpackages\u002Fcore\u002Fsrc\u002Fstd\u002Fpaint\u002Fmaterials.ts#L1122","docs\u002Fprimitives\u002F14.materials\u002F27.schlickfresnel","UB_53iDkmWIiYsCDmdgrtEfdIrx8NYEyW8wH9DzlIU4"]