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OGraf Studio 0.22.0-rc.2

Release candidate for testing. This is not the stable 0.22 release.

Shader workflow​

  • Assign one portable PNG or JPEG to a shader as iChannel0, with iChannelResolution[0], Repeat/Clamp wrapping, and Linear/Nearest filtering.
  • Add Shader as a true ordered effect-stack entry. Its iChannel0 is the flattened layer result after preceding effects; GPU Blend/Opacity feeds later effects.
  • Edit, load, preview, duplicate, reorder, bypass, and remove Shader effects from the same compact Properties stack used by the built-in effects.
  • Move exposed shader sliders smoothly: drag-time changes update mounted WebGL uniforms directly and commit one authored value on release.
  • Keep Resources focused on saved project shaders. Applying a shader no longer creates a duplicate-looking resource row.

Reliability​

  • Replace proxy-unsafe shader-effect cloning with explicit plain-data copies, so Properties edits and duplication work inside the Immer-backed project store.
  • Await embedded image decoding and post-process completion before capture, certification, and deterministic seeks.
  • Preserve shader program instances for parameter-only updates while rebuilding only when source, backing size, or texture identity changes.
  • Reject Shader-rendered layers as alpha-mask sources while retaining geometric path-mask support.

Authoring and documentation​

  • Refresh MCP contracts, capabilities, the in-app prompt, the portable authoring skill, user guidance, and effect-stack documentation for image inputs and Shader effects.
  • Add an MCP launch profile for contributor development.

Verification​

  • Formatting, lint, generated-contract checks, type checking, all 151 test files and 948 tests, production builds, and the Windows standalone build pass.
  • A real Chrome/WebGL smoke test verifies DOM layer capture → iChannel0 → Shader effect → blended output.
  • The packaged Windows UI verifies add, edit, and duplicate through the exact Properties/Immer workflow that previously failed.

Windows builds are unsigned and may display a SmartScreen warning. This candidate still requires target-renderer and target-GPU testing before stable release.