[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"guide-nav":3,"doc-\u002Fdocs\u002Fprimitives\u002Fvolume\u002Fturbulentmedium":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":225,"categorySlug":225,"categoryTitle":439,"curated":440,"description":158,"editUrl":9,"extension":441,"group":442,"groupTitle":443,"kind":444,"meta":445,"navigation":446,"path":447,"seo":448,"sourceUrl":449,"stem":450,"wordCount":9,"__hash__":451},"primitives\u002Fdocs\u002Fprimitives\u002F15.volume\u002F3.turbulentmedium.md","turbulentMedium",{"type":149,"value":150,"toc":433},"minimark",[151,155,159,220,235,269,274,324,328,375,393,397,419,423,429],[152,153,147],"h1",{"id":154},"turbulentmedium",[156,157,158],"p",{},"A billowing cloud density at a point inside the shape.",[160,161,166],"pre",{"className":162,"code":163,"language":164,"meta":165,"style":165},"language-ts shiki shiki-themes github-dark","turbulentMedium(\n  p: {x: Expr; y: Expr; z: Expr},\n  opts: {frequency: Expr; drift?: Expr; seed?: Expr; billow?: Expr; hint?: string},\n): {density: Expr; mid: Expr; fine: Expr}\n","ts","",[8,167,168,180,186,214],{"__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},"  p: {x: Expr; y: Expr; z: Expr},\n",[169,187,189,192,196,199,201,204,206,209,211],{"class":171,"line":188},3,[169,190,191],{"class":178},"  opts: {frequency: Expr; drift",[169,193,195],{"class":194},"snl16","?:",[169,197,198],{"class":178}," Expr; seed",[169,200,195],{"class":194},[169,202,203],{"class":178}," Expr; billow",[169,205,195],{"class":194},[169,207,208],{"class":178}," Expr; hint",[169,210,195],{"class":194},[169,212,213],{"class":178}," string},\n",[169,215,217],{"class":171,"line":216},4,[169,218,219],{"class":178},"): {density: Expr; mid: Expr; fine: Expr}\n",[156,221,222,223,226,227,230,231,234],{},"Import ",[8,224,225],{},"volume"," from ",[8,228,229],{},"shaders\u002Fstd"," and use ",[8,232,233],{},"volume.turbulentMedium",".",[156,236,237,240,241,244,245,248,249,252,253,256,257,260,261,264,265,268],{},[8,238,239],{},"frequency"," sets how many cloud cells fit across the shape. ",[8,242,243],{},"drift"," is a time value that moves the clouds. ",[8,246,247],{},"seed"," moves to a different part of the cloud so two instances differ. ",[8,250,251],{},"billow"," (0–1) folds the clouds over themselves for a cumulus look. ",[8,254,255],{},"density"," is signed, roughly −1 to 1: threshold it with ",[8,258,259],{},"smoothstep"," to make clouds with clear gaps. ",[8,262,263],{},"mid"," and ",[8,266,267],{},"fine"," are two finer layers of the same cloud, free to use for dust bands or wisps.",[270,271,273],"h2",{"id":272},"parameters","Parameters",[275,276,277,293],"table",{},[278,279,280],"thead",{},[281,282,283,287,290],"tr",{},[284,285,286],"th",{},"Name",[284,288,289],{},"Type",[284,291,292],{},"Notes",[294,295,296,310],"tbody",{},[281,297,298,303,308],{},[299,300,301],"td",{},[8,302,156],{},[299,304,305],{},[8,306,307],{},"{x: Expr; y: Expr; z: Expr}",[299,309],{},[281,311,312,317,322],{},[299,313,314],{},[8,315,316],{},"opts",[299,318,319],{},[8,320,321],{},"{frequency: Expr; drift?: Expr; seed?: Expr; billow?: Expr; hint?: string}",[299,323],{},[270,325,327],{"id":326},"example","Example",[160,329,331],{"className":162,"code":330,"language":164,"meta":165,"style":165},"const gas = turbulentMedium({x: pos.x, y: pos.y, z}, {frequency: math.mul(u.gasScale, 3), drift: t, billow: math.float(0.4)})\n",[8,332,333],{"__ignoreMap":165},[169,334,335,338,342,345,348,351,354,357,360,363,366,369,372],{"class":171,"line":172},[169,336,337],{"class":194},"const",[169,339,341],{"class":340},"sDLfK"," gas",[169,343,344],{"class":194}," =",[169,346,347],{"class":175}," turbulentMedium",[169,349,350],{"class":178},"({x: pos.x, y: pos.y, z}, {frequency: math.",[169,352,353],{"class":175},"mul",[169,355,356],{"class":178},"(u.gasScale, ",[169,358,359],{"class":340},"3",[169,361,362],{"class":178},"), drift: t, billow: math.",[169,364,365],{"class":175},"float",[169,367,368],{"class":178},"(",[169,370,371],{"class":340},"0.4",[169,373,374],{"class":178},")})\n",[376,377,378],"blockquote",{},[156,379,380,384,385,388,389,392],{},[381,382,383],"strong",{},"Tip."," Inside a ",[8,386,387],{},"volumeMarch",", pass the step number as ",[8,390,391],{},"hint"," so each step gets its own values.",[270,394,396],{"id":395},"see-also","See also",[398,399,400,410],"ul",{},[401,402,403,409],"li",{},[404,405,407],"a",{"href":406},"\u002Fdocs\u002Fprimitives\u002Fvolume\u002Fvolumemarch",[8,408,387],{}," — Walk a ray through the medium front to back, adding up what glows and what dims.",[401,411,412,418],{},[404,413,415],{"href":414},"\u002Fdocs\u002Fprimitives\u002Fvolume\u002Finteriorray",[8,416,417],{},"interiorRay"," — The line of sight through a shape: where it enters, how far it travels inside, and where it is at any depth.",[270,420,422],{"id":421},"used-by","Used by",[156,424,425],{},[404,426,428],{"href":427},"\u002Fdocs\u002Fcomponents\u002Fnebula","Nebula",[430,431,432],"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":165,"searchDepth":182,"depth":182,"links":434},[435,436,437,438],{"id":272,"depth":182,"text":273},{"id":326,"depth":182,"text":327},{"id":395,"depth":182,"text":396},{"id":421,"depth":182,"text":422},"Volumes",false,"md","light","Noise, light & materials","function",{},true,"\u002Fdocs\u002Fprimitives\u002Fvolume\u002Fturbulentmedium",{"title":147,"description":158},"https:\u002F\u002Fgithub.com\u002Fshader-effects-inc\u002Fshaders\u002Fblob\u002Fmain\u002Fpackages\u002Fcore\u002Fsrc\u002Fstd\u002Fpaint\u002Fvolume.ts#L127","docs\u002Fprimitives\u002F15.volume\u002F3.turbulentmedium","BTKOb9MMQWusH_M5zpv2594-VRISNNv5u9sbK4-HTI0"]