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OGraf Studio 0.22
Stable 0.22 release.
Shader workflow
- Assign one portable PNG or JPEG to a shader as
iChannel0, with
iChannelResolution[0], Repeat/Clamp wrapping, and Linear/Nearest filtering. - Add Shader as a true ordered effect-stack entry. Its
iChannel0is the
flattened layer result after preceding effects; GPU Blend/Opacity feeds later
effects. - Edit, load, preview, duplicate, reorder, bypass, and remove Shader effects from
the same compact Properties stack used by the built-in effects. - Move exposed shader sliders smoothly: drag-time changes update mounted WebGL
uniforms directly and commit one authored value on release. - Keep Resources focused on saved project shaders. Applying a shader no longer
creates a duplicate-looking resource row.
Reliability
- Replace proxy-unsafe shader-effect cloning with explicit plain-data copies, so
Properties edits and duplication work inside the Immer-backed project store. - Await embedded image decoding and post-process completion before capture,
certification, and deterministic seeks. - Preserve shader program instances for parameter-only updates while rebuilding
only when source, backing size, or texture identity changes. - Reject Shader-rendered layers as alpha-mask sources while retaining geometric
path-mask support.
Authoring and documentation
- Refresh MCP contracts, capabilities, the in-app prompt, the portable authoring
skill, user guidance, and effect-stack documentation for image inputs and Shader
effects. - Add an MCP launch profile for contributor development.
Data bindings
- Bind text content and typography properties to Data fields in the editor and
OGraf preview. - Map each Select-field option to a different property value, such as a font
family, font size, or line height, using Advanced mapping.
Verification
- Formatting, lint, generated-contract checks, type checking, all 152 test files
and 951 tests, production builds, and the dependency audit pass. - A real Chrome/WebGL smoke test verifies DOM layer capture →
iChannel0→ Shader
effect → blended output. - The packaged Windows UI verifies add, edit, and duplicate through the exact
Properties/Immer workflow that previously failed.
The release workflow builds Windows x64 and Linux x64/arm64 standalone servers
from the tagged commit, checks their hashes and architecture, and smoke-tests
Windows and Linux x64. Linux arm64 is not natively smoke-tested.
Windows builds are unsigned and may display a SmartScreen warning. Validate the
target renderer and GPU before production deployment.