Runtime
Runtime
Last edited 2026-03-29
Clickteam Fusion allows you to export applications or games to various platforms, most of which require paid add-ons.
Each runtime environment may or may not support effects, and the requirements for shader modules vary from platform to platform (in terms of style, graphics API, or programming language).
The meaning of colors in the Type, Version and Working column:
|
Color |
Description |
|
Green |
Confirmed information. |
|
Yellow |
Information not confirmed |
|
Red |
Confirmed information that it does not work |
|
Runtime |
API |
Description |
Requirements |
Programming language |
Fragment Shader |
Vertex Shader |
Z-Buffer |
|
|
|
|
These effects must be very limited, primitive, and static. Support for multiple textures is buggy. |
Built-in |
HLSL SM1 (ASM) |
Yes |
Unknown (Yes?) |
Unknown (No?) |
|
|
|
|
|
Quite advanced but limited to Pixel Shader 2.x. |
Built-in |
HLSL SM1-3 |
Yes |
Yes |
Yes |
|
|
|
|
|
The most advanced and optimized for Windows. |
DLC+ |
HLSL SM4 |
Yes |
No |
Broken |
|
|
|
|
|
OpenGL ES (1.1, 2.0, 3.0) |
OpenGL 1.1 does not support effects, OpenGL 2.0 and 3.0 use GLSL 100. |
Android Exporter |
GLSL |
Yes |
Yes |
Unknown (No?) |
|
|
|
|
OpenGL ES 3.0 |
Uses GLSL 300. |
iOS Exporter |
GLSL |
Yes |
Yes |
Unknown (No?) |
|
|
|
|
OpenGL 4.1? |
Uses GLSL 150. |
macOS Exporter |
GLSL |
Yes |
Yes |
Unknown (No?) |
|
|
|
HTML5 |
? |
There is a planned update for HTML5 to use WebGL for custom shaders, but currently it does not support this yet, there is a limitation to none. |
HTML5 Exporter |
Unknown |
Unknown |
Unknown |
Unknown |
|
|
|
|
OpenGL 2.0 or 3.0? |
Unknown |
Unknown |
GLSL? |
Unknown |
Unknown |
Unknown |
|
|
|
|
WebGL? |
Unknown |
Unknown |
GLSL? |
Unknown |
Unknown |
Unknown |
|
|
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