Changelog
What's next →Currently running 2026.09.28.8d6113ec. Want to see what's coming? Read the roadmap.
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- Sign Out in the account sidebar is harder to hit by accident. It sat directly under the last menu item, so clicking down the list could sign you out in one tap. It now stands apart from the menu, is marked in red, and asks you to confirm first.
- The plugin browser sidebar now starts with a category picker: All, Generator, Effect, Shadertoy, or Other. Switching category keeps your search, tags, author and price filters in place, and it works on the Resolume and Synesthesia pages too.
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- Fixed the shader editor's AI assistant failing right after applying a change. The edit itself went through, but the follow-up step where the assistant looks at the new render and confirms it stopped with an error instead of answering.
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- Fixed in-browser previews of shaders that use imported images (for example Shadertoy conversions that sample a texture). They previously failed to compile with a wall of red errors; the images now load and the preview renders as it does in the plugin.
- Fixed some plugin pages being unreachable. Plugins whose names include characters like #, +, ( ) or an apostrophe had web addresses that browsers couldn't open, so their pages showed "not found". Those plugins now have clean addresses, and any old links you saved forward to the new page.
- Fixed the plugin library showing broken preview thumbnails and, for some visitors, a "Too many requests" page after browsing it. Thumbnails and in-browser shader previews are back, and a page full of missing images can no longer lock anyone out.
- The shader editor's AI assistant can now see what your shader looks like. With "See the preview" on in the ✨ settings (on by default), each request includes a small frame of the current output, and after a fix is applied the assistant looks at the new frame and tells you whether it actually worked — or corrects itself if it didn't. Frames you sent show up in the conversation so you can see exactly what the AI saw.
- The shader editor's AI assistant now runs on the latest models: the free default is GPT-5.6 Luna, authors and admins get Claude Opus 5 as the site-provided top-tier option, and anyone using their own Anthropic key can pick Claude Fable 5.1 from the suggestions.
- Personal API keys now have a page: Account → API keys. Name and create a key, copy it once from the banner at the top, and see every key you have with its prefix, when you made it, and when it was last used — plus a Revoke button that kills it immediately. No more minting keys by hand with curl.
- You can now filter the plugin library by author and by price. The sidebar has a new Authors section — pick a name to see just that author's plugins — and an All / Free / Premium toggle above it to show only free plugins or only paid ones. Active filters now show as chips under the search box (tags included, which used to be invisible once applied) — click a chip's × to remove just that filter, and click a tag again anywhere in the sidebar to toggle it off. Every filter lives in the page URL, so a filtered view can be bookmarked or shared.
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- Fixed a handful of one-click actions that could fail with an error in some situations — things like marking a notification as read, opening the billing portal, and revoking a seat now work reliably.
- The Terms of Service now spell out the plugin license that comes with every purchase (what you can and can't do with a plugin you buy) and the refund policy for digital downloads. See the updated terms on the Terms page.
- Seven new Resolume plugins are live — KvantWig, KvantSpray, KvantStream, Swarm, Skinner, Superflow, and Milkdrop — and plugins can now offer a free trial: download and use them right away, watermarked until you buy a license. Look for the "Download free trial" button on plugin pages — trial plugins also show a download button right on their card in the shop, next to Buy.
- Plugin cards in the shop now show the author's name for plugins that were showing "by Unknown" — the plugin pages already had it right, and the browsing grid now matches.
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- You can now create personal API keys for programmatic access — handy for scripts, integrations, and AI agents working on your behalf. Sign in, mint a key via the API, and send it as an
Authorization: Bearerheader; it works everywhere your login does, and you can list or revoke your keys at any time. Details in the agent notes and the API docs.
- You can now create personal API keys for programmatic access — handy for scripts, integrations, and AI agents working on your behalf. Sign in, mint a key via the API, and send it as an
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- Our Terms of Service now spell out the actual rules for purchases: plugin/shader purchases are digital and final once your license is issued, and buying a Product grants you a license to use it (and distribute what you create with it) rather than to resell or redistribute the Product itself. Governing law and dispute resolution are also now specified instead of left as placeholders.
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- The site now tells you when a new version is available: a small banner appears with a Refresh button, so you're never quietly stuck on an old version — especially during long shader-editing sessions. Plugin pages also keep working offline: once you've visited a plugin page (including the shader editor), it stays available without a connection, shader engine and all — handy for editing shaders on the road. Saving and publishing still need a connection.
- The shader editor's Passes panel now really edits ISF shaders: adding or removing a render pass takes effect in the running shader immediately, instead of only changing the panel. Adding a pass to an ISF shader also no longer opens a stray code tab — ISF passes share the one fragment shader (switch on
PASSINDEX), so everything stays in the Image tab. Shadertoy imports keep their one-tab-per-buffer editing as before. - The shader editor's AI assistant can now run on your own API key at more than a dozen providers — OpenAI and Anthropic up front, with Together AI, Fireworks AI, OpenRouter, Groq, DeepSeek, Mistral, xAI, Cerebras, Google Gemini, Perplexity and Hugging Face behind the +. AI settings now shows the provider above the model list either way, so picking one of our models and picking one of yours work the same: choose a provider, choose a model from the list — open-weight models like Kimi K3 included — or type a model id if you know exactly what you want. With your own key the editor loads that provider's current model list for you, the key is kept in your browser and travels only with your own requests, and our free and signed-in models keep working as before if you'd rather not bring one.
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- Marking notifications as read now sticks — both the bell in the header and Notifications, one at a time or all at once. The same fix brings back a handful of other buttons that quietly did nothing: managing a membership (cancel, resume, and the billing portal) from Memberships, and signing a machine out of a license key from Licenses.
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- Shader Engine now has its own documentation section at /docs/shader-engine, separate from the rest of the site docs — easier to browse when you just want plugin help. Old links still work.
- Shadertoy search now searches all of Shadertoy, not just shaders we've seen before. New results are fetched straight from Shadertoy and remembered, so the catalog grows with every search. You can also paste a Shadertoy link or a shader ID straight into the search box to jump to that exact shader. In the Shader Engine plugin you can add your own free Shadertoy API key (Preferences → Shadertoy) with either provider — and if a key ever stops working mid-search, you still get results from everything already cached instead of an error.
- Downloading many plugins at once now handles download limits gracefully. If you hit the limit partway through, you still get a ZIP with everything that finished, the plugins that didn't make it stay selected so you can grab just those, and a notice tells you how long to wait before trying again — no more stalled downloads or starting over from scratch.
- When a download can't start, you now get a page that says why and what to do — whether you need to sign in, the plugin is part of a creator's membership, or it's one they sell separately — instead of a technical error. If something goes wrong on our end, it now says so plainly rather than suggesting you buy something twice. Membership states are clearer too: a payment that didn't go through explains what happens next, and Memberships no longer looks empty when it simply couldn't load.
- Creator memberships now show exactly which plugins they include. Plugins that come with a membership are marked In membership on the listings, and the membership card on a creator's profile counts them for you. Anything without the mark is sold on its own, as always.
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- You can now subscribe to a creator for a flat monthly price and get the plugins they include in their membership, plus any they add to it while you're subscribed. Look for the membership card on a creator's profile page. Licenses you claim while subscribed are yours to keep: cancelling stops new downloads, but nothing you already claimed stops working. Manage or cancel any time under Memberships in your account.
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- Signing in now returns you to the page you were on instead of always dropping you on your account page — even when you finish signing in from an emailed link.
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- Forum boards can now be members-only. Gated boards still show up in the forum list with a lock so you know they exist, but their topics stay private until you sign in with an account that has access.
- Fixed a glitch where plugin pages could briefly mis-render (or log errors) for visitors whose language formats large numbers differently — like/view counts now display consistently everywhere.
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- The documentation caught up with everything recent: custom vertex shaders and GLSL #include libraries in Shader Engine, the automatic Mouse controls and BPM-synced audio reactivity, the editor's autocomplete and multi-platform exports (Shader Engine, Synesthesia, Wire, Resolume), custom product pages, and a new Achievements page. Also documented: name your ISF files with the .fs extension so they show up in the plugin's library browser.
- If your session has expired, the shader editor's AI assistant now clearly asks you to sign back in instead of showing a confusing error.
- The shader editor now has an AI assistant ✨: ask it to explain any shader, get a one-click "Fix with AI" suggestion when a shader fails to compile, and optionally turn on AI code typeahead while you write. The assistant knows this engine's full uniform set, audio-reactivity signals, and helper library. Everything is optional — use the ✨ menu in the editor to turn any of it (or all of it) off.
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- The shader editor now resolves GLSL library #includes, including libraries like Lygia and hg_sdf whose files reference each other by relative path — so shaders that pull in shared helper code compile in the browser instead of failing.
- We now honor the Global Privacy Control (GPC) browser signal: if your browser sends it, marketing cookies stay off unless you explicitly enable them.
- Exporting a plugin to Resolume Wire got a major reliability pass: exported .wire files now open cleanly in the latest Wire (7.27), including shaders with on/off toggles, color pickers, trigger buttons, and persistent buffers (feedback effects). Dropdown inputs now arrive as real Wire dropdowns with their option labels, and exported filenames keep their hyphens.
- The shader editor is now fully usable while your account is awaiting write approval: import, edit, preview, and export all work — only the Save button is disabled until access is granted, with a one-click way to request it right there.
- Shaders with a custom vertex stage now download complete from the export page: the Shader Engine export includes the vertex shader as a matching .vs file alongside the .fs, so the plugin works out of the box. The export page also now notes on the Wire and Synesthesia cards when a shader uses a vertex stage those platforms can't run — their ISF pipelines process 2D textures only — so you know before downloading that Shader Engine is the platform with full playback. Older ISF shaders written with the original v1 vertex convention now render and save correctly in the editor too.
- Effects built around a custom vertex stage — like Sketch, which samples neighboring pixels to find edges — now render their full look in the in-browser preview instead of passing the image through unchanged.
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- Downloaded Wire patches (.wire) now open correctly in Resolume Wire. Some exported patches were failing to open with a 'Reload ISF resources' error; the export now writes the shader and its controls in the exact format Wire expects, so your downloads load first try. Exported patches also get a nicer speed control: it's now simply called 'rate', starts at a calmer 0.25, and can go down to -1 to run the effect in reverse.
- Effects that steer their look with a control read in the vertex stage — like a light leak whose angle rotates the image — now render in the in-browser preview instead of showing an 'undeclared identifier' error. Controls are now available to both stages of the shader, matching how the desktop plugins behave.
- A family of effects — edge detection and distortion, sharpen, unsharp mask, the halftone screens, emboss, sketch and more — now render correctly in the in-browser preview instead of showing an error. These effects sample neighboring pixels using a step the preview engine wasn't handling before; it now supports that the same way the desktop plugins do.
- When a shader fails to compile, the editor now points at the right line — the numbers in the error match the lines you're looking at, so you can jump straight to the problem. You can also copy the full error text with one click from the top of the error box.
- Setting up a shader's controls in the editor is much smoother now. Adding a control gives you a form tailored to what it is — a color picker for colors, X/Y fields for points, an on/off switch for toggles, and so on — and you can edit or remove any control right where it sits. Color controls finally get a real color picker with an opacity slider. When the mic is on, audio reactivity now shows just the overall level and tempo by default, with the rest a click away.
- Plugin search now matches the shader's credited author too — search a name like “aiekick” to find every shader they're credited on.
- Plugin cards now show view counts with a small eye icon, giving each card a little more room for what matters.
- Member and creator profiles got a cleaner, more consistent look — your name, avatar, karma and “member since” now sit right up top, matching your account dashboard. A creator's work is now listed under a clear “Plugins” tab.
- Opening a notification now reliably marks it as read — even when you click straight through to whatever it's pointing at. No more notifications quietly popping back to unread.
- Authors can now edit their profile banner right from their own profile — look for the “Edit banner” button on your page (only you can see it). It opens a full-screen editor with your code on the left and a live preview on the right, and warns you before you lose unsaved changes.
- Say hello to achievements. As you browse, comment, post in the forum and collect plugins, you'll unlock badges — from your first visit to long visit streaks, first purchase, and more. See your progress on your account dashboard, and show off what you've earned on your public profile. The forum also now shows who's online, and each topic shows who's reading it right now, guests included.
- You can now like or dislike any plugin right from the listings, and every plugin page has comments. If something isn't for you, disliking it opens a quick note so you can tell the author what missed the mark. Comments now show on download-based plugin pages too, and authors building their own custom product pages can drop the comment thread wherever they like.
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- The community forum got a big upgrade. Writing a topic or reply now uses a full visual editor with formatting, quotes, code blocks, links and images. You can edit your own topics and replies in place. Pasted links turn into links automatically, and YouTube links embed as playable videos. Topic lists now show replies, views and the latest reply so you can see what's active at a glance, and hovering any username brings up a profile card — including a creator's custom banner.
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- Fixed the Polychain R3F experiment failing to load its models (the logo, skulls, BB-8 and friends) — the page no longer sits on a blank canvas.
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- Download-based plugin pages can now be full custom mini-sites: creators can design rich, interactive landing pages — animations, galleries, live 3D and more — instead of the standard template, with checkout built right in. Creator profile banners got the same upgrade. Everything runs safely sandboxed, so custom pages can never touch your account or session.
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- Effect and generator listings now show a heads-up about Wire patches (.wired/.cwired files): some auto-converted patches may occasionally have flipped or fully-transparent layers, causing clips to appear blank. See How to install Resolume Wire patches in Resolume 7 for setup help.
- Liking a product or upvoting a comment now gives the author karma, the same way replies and votes elsewhere on the site already do. We've also backfilled karma for likes and upvotes that were given before this change.
- The new Community section now has its own spot in the site header, and forum pages include a breadcrumb back to the Community hub. On mobile, the header shows just your avatar when you're logged in — your name is still right there in the account menu.
- New Community section: a forum for getting help, sharing shaders, and marketplace questions — with nested replies and votes, thread watching with in-app notifications, and a new notifications page. Browse creators in the Artists directory, check out profile pages with shader, post, and favorites tabs, and control your visibility and notifications from Account → Community.
- Fixed a bug that was causing individual plugin pages to fail to load.
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- The Docs now cover the whole site, not just the plugin: how to author shaders in your browser, get write access to publish, sell your work as an author, and how karma, comments, accounts, and licenses work.
- New Shader Engine documentation and onboarding at Docs — install the plugin, load your first shader, browse and import from Shadertoy and ISF, edit shaders, and troubleshoot, all written for Resolume users.
- The author application now has an optional message field, so you can tell us more about yourself when applying to sell plugins.
- Creators can now sell their own plugins on the shop. Apply at Account > Sell Plugins.
- Every plugin author now has a public profile page, and plugins have richer pages that better show off what they do.
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- Added a privacy-first consent banner: analytics only run after you opt in, and you can request an export or deletion of your data at any time.
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- The in-browser shader editor now reacts to audio, so you can drive your shaders with sound in real time.
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- Fixed login issues.
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- More reliable sign-in with a smoother bot-protection check.
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- Purchases now flow end to end: your orders, license keys, and downloads reliably show up in your account after you buy.
- Shader cards now credit their original authors.
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- Redesigned the shop home with trending, most-loved, and recently-added sections so you can find great plugins faster.
- Smoother Buy Now flow with cart reliability improvements.
- Added public changelog and roadmap pages, and every release is now versioned in the footer.
- Made the full plugin catalog discoverable by search engines.
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- Operating-system icons now display correctly on plugin download pages.
- Download links and tag search are now more reliable.
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- Shader Engine early access is here — try the new shader editor and start building your own VJ effects.
- headsta.sh is live — browse, buy, and download VJ shader plugins for Resolume, Synesthesia, and Wire.
- Added plugin licensing, so your purchases unlock the right downloads.
- Added comments so you can leave feedback on plugins.
- Plugin and shop pages now load fresh content on every visit.
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- Export your creations to Synesthesia and Wire directly from the shader editor.
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- Launched the in-browser ISF shader editor with live, adjustable parameters.