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CHANGELOG.md

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Changelog

2024-07-25

  • flat varyings
  • inferring data texture size
  • integer textures (require explicit uniform declaration for now)

2023-11-15

2023-11-12

  • Inc can be a list of strings (to avoid long string concatenations every frame)
  • Removed hooks mechanism (using wrapper functions instead)

2023-09-12

2023-09-07

2023-08-25

  • varying's can be declared in-place in VP arguments
  • glsl.adjustCanvas() should be explicitly called in glsl.loop() callback

2023-08-11

  • glsl.adjustCanvas() helper
  • glsl.loop() helper
  • tiny.html minimalistic example

2023-08-05

2023-07-11

  • (breaking) Default texture filtering is now nearest. This is a workaround for iOS devices, where texelFetch stopped working for float32 textures when filtering is linear.

2023-06-19

  • (breaking) VOut -> VPos

2023-06-15

  • readSync method for fetching textures to CPU

2023-06-09

2023-05-15

2023-05-12

2023-04-30

  • Array uniforms support (#4), see NeuralCA.js for the usage example

2023-04-28

  • Depth attachments (depth texture format and target parameter)
  • Texture arrays (layern target parameter)
  • DeferredShading example

2023-03-19

  • (breaking) removed code argument. Shader is passed through VP, FP and Inc parameters. Shortcut syntax can be used in VP and FP independently.
  • (breaking) vertex() function now returns void, output should be written into vec4 VPos variable. fragment() output now should be stored in vec4 FOut.
  • (breaking) tag attribute it now obligatory for newly created render targets.

2023-03-16

  • WebXR support in the demo

2023-03-13

2023-03-10

  • VERT/FRAG defines
  • torus() glsl function
  • Face option to control face culling
  • Shadowmap example

2023-03-08

2023-03-02

  • depth texture format
  • removed Perspective option

2023-03-01

2023-02-27

  • CubeDeform example
  • SURF(f) macro to estimate surface normal
  • cubeVert function to simplify cube creation

2023-02-25

  • (breaking) removed uv argument from vertex()
  • (breaking) removed P, added UV and XY special variables
  • (breaking) float isoline(float v) function (available in fragment shaders)
  • MeshGrid example

2023-02-22

  • 'mirror' (gl.MIRRORED_REPEAT) texture wrapping mode (commit)