v1.26.1
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 for network video output
- Video playback (optional):
ffmpegon PATH for media layers
NDI® is a registered trademark of Vizrt NDI AB.