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hms-mediaengine/plugins/builtin/generators/com.hms.generator.starfield/shaders/gl/starfield.frag
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// Starfield Generator
// HMS MediaEngine Generator (GLSL, Linux x64). Semantik identisch zu HLSL/GLES (§12.6, §15.1).
#version 330 core
uniform vec2 u_resolution;
uniform float u_time_seconds;
uniform float u_delta_seconds;
uniform float u_frame_index;
uniform float u_layer_opacity;
uniform float u_audio_rms;
uniform float u_audio_peak;
uniform float u_audio_bass;
uniform float u_audio_mid;
uniform float u_audio_treble;
uniform float u_audio_beat;
uniform float4 param_color_a;
uniform float4 param_color_b;
uniform float param_count;
uniform float param_size;
uniform float param_speed;
uniform float param_direction_x;
uniform float param_direction_y;
uniform float param_depth;
uniform float param_twinkle;
uniform float param_seed;
uniform float u_quality_samples;
in vec2 v_uv;
out vec4 fragColor;
float hash21(vec2 p)
{
p = fract(p * vec2(123.34, 456.21));
p += dot(p, p + 45.32);
return fract(p.x * p.y);
}
void main()
{
vec2 p = v_uv;
float t = u_time_seconds * param_speed;
float maxN = clamp(u_quality_samples, 1.0, 512.0);
float dl = length(vec2(param_direction_x, param_direction_y));
vec2 dir = dl > 1e-4 ? vec2(param_direction_x, param_direction_y) / dl : vec2(0.0, -1.0);
float acc = 0.0;
float colAcc = 0.0;
for (int i = 0; i < 512; i++)
{
if (float(i) >= maxN) { break; }
vec2 base = vec2(hash21(vec2(float(i) + param_seed, 1.0)), hash21(vec2(float(i) + param_seed, 2.0)));
float depth = hash21(vec2(float(i) + param_seed, 3.0)) * param_depth;
vec2 pos = base + dir * t * (0.1 + depth * 0.9);
pos = fract(pos);
vec2 d = pos - p;
d = abs(d);
d = min(d, 1.0 - d);
float dist = length(d);
float s = param_size * (0.3 + depth);
float star = exp(-dist * dist / max(s * s, 1e-5));
float tw = 0.5 + 0.5 * sin(t * 3.0 + param_seed * 10.0 + float(i) * 1.7);
star *= mix(1.0, tw, param_twinkle);
acc += star;
colAcc += star * depth;
}
acc = clamp(acc, 0.0, 1.0);
float mixT = maxN > 1.0 ? colAcc / max(acc, 1e-5) : 0.0;
vec3 col = mix(param_color_a.rgb, param_color_b.rgb, mixT);
fragColor = vec4(col * acc * u_layer_opacity, acc * u_layer_opacity);
}