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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2026-04-15 12:05:25 +02:00
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# Changelog # Changelog
## Unreleased
- Removed internal time-based shader animation.
- Updated shader behavior to be driven by tilt/position input only.
## 0.1.0 ## 0.1.0
- Initial release of `holo_shiny`. - Initial release of `holo_shiny`.
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@@ -11,6 +11,7 @@ It exposes two widget layers:
- GLSL shader-driven holographic effects - GLSL shader-driven holographic effects
- Optional motion input via sensors or custom tilt stream - 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: ...)` - Generic wrapper API for any widget via `Shiny(child: ...)`
- Card API with `background`, `foreground`, `shape`, and drag tilt via `ShinyCard` - 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 - 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 ## Platform Notes
- Shader uses Flutter runtime effects and avoids derivative functions (`dFdx`, `dFdy`, `fwidth`) for web compatibility. - 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. - If a sensor is unavailable, motion input simply emits no events.
## Example ## Example