v1.26.1

kevinraymond/fosforav1.26.1Jul 28, 2026by github-actions[bot]

AI Summary

This release fixes critical shader compilation issues involving built-in uniform blocks and resolves a bug where failed effect loads would freeze the layer. It also improves the Vessel particle spawning logic and corrects water flow mechanics for the Tide effect.

Key Highlights

  • Fixed effect loading failures that left the layer stuck in a compiling state.
  • Fixed Vessel spawn slots to fill evenly without bands of particles probing the same spot.
  • Fixed Tide's waterfall so it now parts correctly at a silhouette's crest.
  • Shader compilation now safely handles comments referencing built-in uniform blocks.

Full Release Notes


### Fixed
- **An effect that mentioned the name of the built-in uniform block in a comment
  refused to load**, failing with "no definition in scope for identifier: u" while
  compiling fine in every test. Only a real declaration suppresses the built-in
  block now, so writing about it in a comment is safe.
- **A failed effect load left the layer stuck**, spamming compile errors several
  times a second and pinning the shader editor open, because the previous effect's
  GPU state was still in place. Fixing the shader now retries the whole load and
  recovers the layer.
- **Vessel wasted spawn slots**, so the silhouette filled unevenly and more slowly
  than the fill rate suggested — bands of particles kept probing the same spot.
- **Tide's waterfall did not part at a silhouette's crest.** Water arriving exactly
  on a peak all spilled the same way instead of splitting to both sides.

## 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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