v0.2.7 - 2026-03-11
- improved the makefile to allow for parallel builds + fix linker flag
v0.2.6 - 2026-03-11
- update hyprland compatibility to v0.54.2
- release: v0.2.6 [skip ci]
v0.2.5 - 2026-03-09
- preset configuration was not correctly picked up (#11)
- release: v0.2.5 [skip ci]
v0.2.4 - 2026-03-04
- update hyprland compatibility to v0.54.1
- release: v0.2.4 [skip ci]
v0.2.3 - 2026-03-02
- need to always resample to catch real time background change, cheap GPU overhead, but no way to do otherwise as of now
- add BSD 3-Clause license
- remove some standard uniform names (already resolved internally by CShader since Hyprland 0.54)
- release: v0.2.3 [skip ci]
v0.2.2 - 2026-03-02
- refactor shader creation for 0.54 refactored shader logic
- refactor callbacks for new event bus listeners
- update hyprland compatibility to v0.54.0
- release: v0.2.2 [skip ci]
v0.2.1 - 2026-02-18
- ci: build tag from hyprland version bump was not picked up for release
- update hyprland compatibility to v0.53.3
- release: v0.2.1 [skip ci]
v0.2.0 - 2026-02-18
- release: v0.2.0 [skip ci]
- settings improvments, with presets and built-in presets
- area was not damaged correctly when moving while tiled layout
- remove some optimization causing noise when rendering blur and moving window (not worth it)
- gpu infinite render
- border radius
- working with shadow enable, not yet with shadow disabled
- pipelines + docs
- release: v0.1.0 [skip ci]
- better file separation, renaming
- remove unused code and fix bounding box
- attempt with glass shader using SDF bezel refraction and poisson blur
- improve settings
- almost perfect
- more like apple variant, magnifying variant, seemd to be more beautiful
- add meniscus dispersion, color, and border rim to glasss shader (attempt to make it more apple-like, cool effects but not a big usable success)"
- tweaking little bit different approach
- add color_tint effect
- split corner/bezel SDF, add multi-pass blur and inner shadow (in order to avoid weird corners, but not really a success yet)
- add UV padding and remove wave distorsion
- draft working version of shader for transparent windows
- massive gpu usage improvments, resample only when really needed
- shared blur framebuffers, remove raw texture sampler
- half-res blur pipeline, linear sampling, shadows