Update changelog and README to reflect removal of time-based shader animation; emphasize position-driven rendering for improved performance
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
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# Changelog
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# Changelog
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## Unreleased
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- Removed internal time-based shader animation.
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- Updated shader behavior to be driven by tilt/position input only.
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## 0.1.0
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## 0.1.0
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- Initial release of `holo_shiny`.
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- Initial release of `holo_shiny`.
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@@ -11,6 +11,7 @@ It exposes two widget layers:
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- GLSL shader-driven holographic effects
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- GLSL shader-driven holographic effects
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- Optional motion input via sensors or custom tilt stream
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- Optional motion input via sensors or custom tilt stream
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- Position-driven rendering: visuals respond to tilt/input position with no internal time animation
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- Generic wrapper API for any widget via `Shiny(child: ...)`
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- Generic wrapper API for any widget via `Shiny(child: ...)`
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- Card API with `background`, `foreground`, `shape`, and drag tilt via `ShinyCard`
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- Card API with `background`, `foreground`, `shape`, and drag tilt via `ShinyCard`
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- Built-in sparkle presets including `none` (default), 8-point star, 5-point star, rectangle, diamond, hexagon, random polygon, and confetti
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- Built-in sparkle presets including `none` (default), 8-point star, 5-point star, rectangle, diamond, hexagon, random polygon, and confetti
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## Platform Notes
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## Platform Notes
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- Shader uses Flutter runtime effects and avoids derivative functions (`dFdx`, `dFdy`, `fwidth`) for web compatibility.
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- Shader uses Flutter runtime effects and avoids derivative functions (`dFdx`, `dFdy`, `fwidth`) for web compatibility.
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- Shader output is deterministic for a given input state and is driven by tilt/position values instead of a ticking time uniform.
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- If a sensor is unavailable, motion input simply emits no events.
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- If a sensor is unavailable, motion input simply emits no events.
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## Example
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## Example
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