Live shader coding tool and Shader Showdown workhorse
Yeh we had this before, but it had no DX builds, instead it had 3 GLFW builds pretending to be DX because the lead maintainer is an idiot.
Previous automated builds weren't using NDI, now they are. (On Windows) Note this is NDI 4; NDI 5 libs have been tested and working, however since OBS NDI plugins haven't been updated, we're sticking with 4 for now.
This is a test for Evoke, just to see how well the NDI 5 libs work. UPDATE: We will not be upgrading permanently to NDI 5 until the OBS plugins are also updated.
Ctrl-mousewheel for the latter, Ctrl-squarebrackets for the former.
No new features in this one, but we've been falling behind on Mac builds so we decided to expedite that process and move our building to Github; the provided ZIPs should be as good as any.
macOS Note: Because Apple is Apple, you have to do sudo xattr -r -d com.apple.quarantine Bonzomatic.app
once you unpacked the ZIP.
It always annoyed me me that the OpenGL backend was using FragCoord instead of the texture coordinates.
For quicker use - as a side effect, this also allows stuff like custom resolutions (in windowed mode)
Added support for accessing the contents of the previous frame in a texture - motion blur, feedback effects, state machines, GO GO GO!
Known Bug: There is something wonky on the DX9 implementation (I suspect it's the sRGB conversion) so it darkens the output considerably. Apologies to the 0 people using it.
Add option on the Windows build to select an audio device; on OSX/Linux you still have the option to select between the default capture or default loopback device (if supported).
This change should allow you to work better if you don't want to use incoming audio and instead you just want to use whatever your Winamp (well, WACUP) is playing.
Also HDR texture support and a number of other fixes.