v1.32.0

gitroomhq/postiz-appv1.32.0Aug 1, 2026by github-actions[bot]

AI Summary

Adds new HUD-style overlay effects (Tessera, Fenestra, etc.) and introduces real transparency support for outputs, allowing keying over other content. Also fixes beat-length scene transitions.

Key Highlights

  • New Overlay effect family (HUD-style) including Tessera, Fenestra, Reticle, Bezel, and Astrolabe.
  • Backdrop effects (Limn and Intarsia) that trace or fill based on content beneath them.
  • Real transparency output support via Passthrough mode for NDI, Spout, and Syphon.
  • Shader updates enabling bar and beat counting via new uniform blocks.
  • Fix for beat-length scene transitions running 300x too slow.

New Features

  • New HUD-style overlay effects with transparency.
  • Backdrop effects for layer composition.
  • Real transparency output for NDI/Spout/Syphon.
  • Shader support for bar and beat indexing.

Full Release Notes


### Added
- **A new Overlay effect family: Tessera, Fenestra, Reticle, Bezel and Astrolabe.** HUD-style
  chrome — tile reveals, snapping panels, targeting crosshairs, border instrumentation, and
  a full-frame targeting-array set piece — builds accelerate them, drops strobe them —
  rendered with real transparency and locked to the beat and bar clock rather than the
  wall clock. Layer them over other Fosfora effects, or over anyone else's content in
  Resolume/OBS via Spout, Syphon or NDI with Output alpha set to Passthrough. They live
  in their own Overlay group in the effect browser.
- **Overlays that see what's beneath them: Limn and Intarsia.** A new `@backdrop` input
  hands an effect the live composite of every layer below it — Limn traces the content's
  edges with dashes marching in time, Intarsia fills its color patches with beat-revealed
  mosaic tiles that take their colors from what they cover. Layer them over any effect or
  media layer; solo they draw nothing (there is nothing beneath to see).
- **The output can carry real transparency.** Settings → Output alpha adds Auto /
  Opaque / Luma key / Passthrough: Passthrough sends the scene's actual (premultiplied)
  alpha to every sink — NDI, Spout and Syphon all transport it, so Fosfora can be keyed
  over other content in Resolume or OBS without chroma tricks. Auto keeps existing
  setups exactly as they were. See docs/alpha.md; the v4l2 virtual camera stays opaque
  (the format has no alpha).
- **Shaders can now count bars and beats.** The uniform block gains `bar_index` and
  `beat_index` — monotonic counters that step exactly when `bar_phase` / `beat_phase`
  wrap, so multi-bar patterns (`bar_index + bar_phase` as a running bar clock) are
  expressible for the first time. ABI: `PhosphorUniforms` grows 432 → 448 bytes; shaders
  using the auto-injected block need no changes, hand-declared copies must append the
  two fields plus two pad slots.

### Fixed
- **Beat-length scene transitions now run at the right speed.** A cue with
  `transition_beats` set resolved its length against a normalized tempo value, making
  transitions 300× too slow — at 120 BPM a 4-beat dissolve took 10 minutes instead of
  2 seconds, silently, live and in `--render-scene`.

## Downloads

| Platform | File | Notes |
|----------|------|-------|
| **macOS** | `.dmg` | Universal binary (Apple Silicon + Intel) |
| **Linux x86_64** | `.tar.gz` | glibc 2.35+ (Ubuntu 22.04+, Debian 12+) |
| **Windows x64** | `.zip` | Windows 10+ |

## Getting started

**macOS**: Open the DMG, drag Fosfora.app to Applications (or run directly). Signed and notarized.

**Linux / Windows**: Extract, run `fosfora` from the extracted directory. The `assets/` folder must be next to the binary.

## Requirements

- **GPU**: Vulkan (Linux/Windows) or Metal (macOS)
- **Audio**: Built-in mic or line-in for audio-reactive visuals
- **NDI®** (optional): [NDI® SDK runtime](https://ndi.video) for network video output
- **Video playback** (optional): `ffmpeg` on PATH for media layers

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NDI® is a registered trademark of Vizrt NDI AB.