[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"guide-nav":3,"doc-\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Fshellrefract":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":209,"categorySlug":209,"categoryTitle":387,"curated":388,"description":158,"editUrl":9,"extension":389,"group":390,"groupTitle":391,"kind":392,"meta":393,"navigation":394,"path":395,"seo":396,"sourceUrl":397,"stem":398,"wordCount":9,"__hash__":399},"primitives\u002Fdocs\u002Fprimitives\u002F14.materials\u002F51.shellrefract.md","shellRefract",{"type":149,"value":150,"toc":381},"minimark",[151,155,159,204,219,238,243,306,310,334,338,367,371,377],[152,153,147],"h1",{"id":154},"shellrefract",[156,157,158],"p",{},"Coordinates for what sits inside a glass shell, bent where the shell curves.",[160,161,166],"pre",{"className":162,"code":163,"language":164,"meta":165,"style":165},"language-ts shiki shiki-themes github-dark","shellRefract(frame: SurfaceFrame, n: Expr, amount: Expr): {\n    x: Expr\n    y: Expr\n    centered: {x: Expr; y: Expr}\n}\n","ts","",[8,167,168,180,186,192,198],{"__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","(frame: SurfaceFrame, n: Expr, amount: Expr): {\n",[169,181,183],{"class":171,"line":182},2,[169,184,185],{"class":178},"    x: Expr\n",[169,187,189],{"class":171,"line":188},3,[169,190,191],{"class":178},"    y: Expr\n",[169,193,195],{"class":171,"line":194},4,[169,196,197],{"class":178},"    centered: {x: Expr; y: Expr}\n",[169,199,201],{"class":171,"line":200},5,[169,202,203],{"class":178},"}\n",[156,205,206,207,210,211,214,215,218],{},"Import ",[8,208,209],{},"materials"," from ",[8,212,213],{},"shaders\u002Fstd"," and use ",[8,216,217],{},"materials.shellRefract",".",[156,220,221,222,225,226,229,230,233,234,237],{},"Returns ",[8,223,224],{},"x"," and ",[8,227,228],{},"y"," centred on the shape and displaced by the normal's tilt times ",[8,231,232],{},"amount",", plus the unbent ",[8,235,236],{},"centered"," pair for anything fixed to the container. The bend is strongest at bevels and silhouettes, where real glass bends its interior.",[239,240,242],"h2",{"id":241},"parameters","Parameters",[244,245,246,262],"table",{},[247,248,249],"thead",{},[250,251,252,256,259],"tr",{},[253,254,255],"th",{},"Name",[253,257,258],{},"Type",[253,260,261],{},"Notes",[263,264,265,280,294],"tbody",{},[250,266,267,273,278],{},[268,269,270],"td",{},[8,271,272],{},"frame",[268,274,275],{},[8,276,277],{},"SurfaceFrame",[268,279],{},[250,281,282,287,292],{},[268,283,284],{},[8,285,286],{},"n",[268,288,289],{},[8,290,291],{},"Expr",[268,293],{},[250,295,296,300,304],{},[268,297,298],{},[8,299,232],{},[268,301,302],{},[8,303,291],{},[268,305],{},[239,307,309],{"id":308},"example","Example",[160,311,313],{"className":162,"code":312,"language":164,"meta":165,"style":165},"const interior = shellRefract(frame, n, u.bend)\n",[8,314,315],{"__ignoreMap":165},[169,316,317,321,325,328,331],{"class":171,"line":172},[169,318,320],{"class":319},"snl16","const",[169,322,324],{"class":323},"sDLfK"," interior",[169,326,327],{"class":319}," =",[169,329,330],{"class":175}," shellRefract",[169,332,333],{"class":178},"(frame, n, u.bend)\n",[239,335,337],{"id":336},"see-also","See also",[339,340,341,352],"ul",{},[342,343,344,351],"li",{},[345,346,348],"a",{"href":347},"\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Frotationsensor",[8,349,350],{},"rotationSensor"," — How far a 3D shape has rotated, as a 2D pan you can move content by.",[342,353,354,360,361,364,365,218],{},[345,355,357],{"href":356},"\u002Fdocs\u002Fprimitives\u002Fmath\u002Frefract",[8,358,359],{},"refract"," — The direction ",[8,362,363],{},"i"," bent through a surface with unit normal ",[8,366,286],{},[239,368,370],{"id":369},"used-by","Used by",[156,372,373],{},[345,374,376],{"href":375},"\u002Fdocs\u002Fcomponents\u002Fnebula","Nebula",[378,379,380],"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 .snl16, html code.shiki .snl16{--shiki-default:#F97583}html pre.shiki code .sDLfK, html code.shiki .sDLfK{--shiki-default:#79B8FF}",{"title":165,"searchDepth":182,"depth":182,"links":382},[383,384,385,386],{"id":241,"depth":182,"text":242},{"id":308,"depth":182,"text":309},{"id":336,"depth":182,"text":337},{"id":369,"depth":182,"text":370},"Materials & surfaces",false,"md","light","Noise, light & materials","function",{},true,"\u002Fdocs\u002Fprimitives\u002Fmaterials\u002Fshellrefract",{"title":147,"description":158},"https:\u002F\u002Fgithub.com\u002Fshader-effects-inc\u002Fshaders\u002Fblob\u002Fmain\u002Fpackages\u002Fcore\u002Fsrc\u002Fstd\u002Fpaint\u002Fmaterials.ts#L1094","docs\u002Fprimitives\u002F14.materials\u002F51.shellrefract","1JSi9frczYpLvbsM5rMcw2uQZTQe3CjGgEHXpdmbvXc"]