Releases: FunTechInc/use-shader-fx
Releases · FunTechInc/use-shader-fx
v1.1.15
v1.1.13
When using some expensive FX (such as useFluid
), lowering the dpr
of the FBO of that FX can improve performance.
const [updateFx, setParams, fxObject] = useSomeFx({ size, dpr: 0.01 });
Also, you can make more detailed adjustments by passing an object to dpr
instead of number
.
type Dpr =
| number
| {
dpr: number;
/** you can set whether `dpr` affects `shader` and `fbo`. default is `true` for both */
effect?: {
/** default : `true` */
shader?: boolean;
/** default : `true` */
fbo?: boolean;
};
};
v1.1.2 : ⚡️ More FXs, Less GLSL
Various changes have been made 🔨
See Storybook and README for details. 🙇♂️
By the way, I also made a cool demo packed with v1.1.0 ~ features! ⚡️
use-shader-fx.vercel.app
v1.0.37
- Overall refactoring
- clear() of
useSingleFBO
,useDoubleFBO
,useCopyTexture
is now executed by default
v1.0.34
- Overall refactoring
- Modified to allow MSAA samples to be set during initialisation of FxHooks
v1.0.32
update useSingleFBO/useDoubleFBO
- Added the depthTexture , If set, the scene depth will be rendered to this texture. Default is false.
v1.0.31
update useSingleFBO/useDoubleFBO
- Added the ability to specify MSAA samples. Default is 0
- Added the ability to specify depthBuffer. Default is false
v1.0.30
Bug fixes
some minor bug fixes
v1.0.29
Fixed useBlending
Fixed so that if dodgeColor is not set, the map color is applied as is.
v1.0.27
DOMRect is now updated even outside the intersection of target
Changed DomSyncerObject's DOMRect to be updated even outside the target's intersection.