v1.32.0
kevinraymond/fosforav1.32.0Aug 1, 2026by github-actions[bot]
AI Summary
Introduces a new Overlay effect family and adds real transparency support for output sinks like NDI, Spout, and Syphon.
Key Highlights
- New Overlay effect family (Tessera, Fenestra, Reticle, Bezel, Astrolabe) for HUD-style graphics.
- New effects Limn and Intarsia that see content behind them using `@backdrop`.
- Output alpha support for real transparency in NDI, Spout, and Syphon.
- Shaders can now count bars and beats via `bar_index` and `beat_index`.
New Features
- Overlay effects family
- Real transparency output
- Bar and beat counting in shaders
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 --- NDI® is a registered trademark of Vizrt NDI AB.