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 --- NDI® is a registered trademark of Vizrt NDI AB.