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Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019t8kP8vp58ZrvaD2FqJU6A
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packages/melonjs/CHANGELOG.md

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## [19.9.0] (melonJS 2) - _unreleased_
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**Highlights:** shader effects made easy. Effects that used to demand WebGL expertise a pond rippling with the scene reflected in it, heat haze, frosted glassnow take a few lines of shader code: the engine hands your effect the screen behind it and the right coordinates, animated noise textures come built-in, and shaders preload like any other asset. See the new **Water Overworld** example for all of it in action. Also in this release: named anchor presets (`"bottom"`, `"top-left"`, ) on every renderable, shapes with holes in `Path2D`/SVG fills, and a 40+ bug-fix sweep across the loader, audio, texture atlas, and WebGL rendering.
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**Highlights:** shader effects made easy. Effects that used to demand WebGL expertise, like a pond rippling with the scene reflected in it, heat haze, or frosted glass, now take a few lines of shader code: the engine hands your effect the screen behind it and the right coordinates, animated noise textures come built-in, and shaders preload like any other asset. See the new **Water Overworld** example for all of it in action. Also in this release: named anchor presets (`"bottom"`, `"top-left"`, and friends) on every renderable, shapes with holes in `Path2D`/SVG fills, and a 40+ bug-fix sweep across the loader, audio, texture atlas, and WebGL rendering.
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- **`renderer.toFrameTexture()`** — GPU capture of everything drawn so far, as a live `Texture2d` for shader input (back-buffer-copy semantics; Canvas parity via an offscreen copy). Closes [#1544](https://github.com/melonjs/melonJS/issues/1544) (initial approach contributed by @Vareniel)

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