From 9ff245f6e4926205845871b686b1f6d9bd06f4a1 Mon Sep 17 00:00:00 2001 From: Hans Kokx Date: Wed, 15 Apr 2026 12:05:25 +0200 Subject: [PATCH] Update changelog and README to reflect removal of time-based shader animation; emphasize position-driven rendering for improved performance Signed-off-by: Hans Kokx --- CHANGELOG.md | 5 +++++ README.md | 2 ++ 2 files changed, 7 insertions(+) diff --git a/CHANGELOG.md b/CHANGELOG.md index 56e5149..811fb9e 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,5 +1,10 @@ # Changelog +## Unreleased + +- Removed internal time-based shader animation. +- Updated shader behavior to be driven by tilt/position input only. + ## 0.1.0 - Initial release of `holo_shiny`. diff --git a/README.md b/README.md index 9adf073..870dcb3 100644 --- a/README.md +++ b/README.md @@ -11,6 +11,7 @@ It exposes two widget layers: - GLSL shader-driven holographic effects - Optional motion input via sensors or custom tilt stream +- Position-driven rendering: visuals respond to tilt/input position with no internal time animation - Generic wrapper API for any widget via `Shiny(child: ...)` - Card API with `background`, `foreground`, `shape`, and drag tilt via `ShinyCard` - Built-in sparkle presets including `none` (default), 8-point star, 5-point star, rectangle, diamond, hexagon, random polygon, and confetti @@ -134,6 +135,7 @@ Important defaults: ## Platform Notes - Shader uses Flutter runtime effects and avoids derivative functions (`dFdx`, `dFdy`, `fwidth`) for web compatibility. +- Shader output is deterministic for a given input state and is driven by tilt/position values instead of a ticking time uniform. - If a sensor is unavailable, motion input simply emits no events. ## Example