Changelog

What's next →

Currently running 2026.07.18.25fe9a1. Want to see what's coming? Read the roadmap.

    • 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.
    • 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.
    • 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.
    • 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.
    • 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.
    • 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.
    • 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.
    • 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.
    • The in-browser shader editor now reacts to audio, so you can drive your shaders with sound in real time.
    • Fixed login issues.
    • More reliable sign-in with a smoother bot-protection check.
    • 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.
    • 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.
    • Operating-system icons now display correctly on plugin download pages.
    • Download links and tag search are now more reliable.
    • 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.
    • Export your creations to Synesthesia and Wire directly from the shader editor.
    • Launched the in-browser ISF shader editor with live, adjustable parameters.