75 lines
2.5 KiB
HLSL
75 lines
2.5 KiB
HLSL
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// Starfield Generator
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// HMS MediaEngine – Generator (kein Eingangstextur-Bezug, cbuffer identisch §14.4)
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// D3D11-Pixelshader (PS_5_0). Semantik identisch zu GL/GLES (§12.6, §15.1).
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Texture2D u_input_texture : register(t0);
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SamplerState u_sampler : register(s0);
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cbuffer hms_params : register(b0)
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{
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float4 u_resolution; // xy = Auflösung in Pixeln
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float u_time_seconds;
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float u_delta_seconds;
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float u_frame_index;
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float u_layer_opacity;
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float u_audio_rms;
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float u_audio_peak;
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float u_audio_bass;
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float u_audio_mid;
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float u_audio_treble;
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float u_audio_beat;
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float4 param_color_a;
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float4 param_color_b;
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float param_count;
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float param_size;
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float param_speed;
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float param_direction_x;
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float param_direction_y;
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float param_depth;
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float param_twinkle;
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float param_seed;
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float u_quality_samples; // AQ-Variante (Backend-Bindung)
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float _pad0; // 16-Byte-Alignment
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};
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float hash21(float2 p)
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{
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p = frac(p * float2(123.34, 456.21));
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p += dot(p, p + 45.32);
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return frac(p.x * p.y);
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}
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float4 mainPS(float4 pos : SV_POSITION, float2 uv : TEXCOORD0) : SV_Target
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{
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float2 p = uv;
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float t = u_time_seconds * param_speed;
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float maxN = clamp(u_quality_samples, 1.0, 512.0);
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float dl = length(float2(param_direction_x, param_direction_y));
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float2 dir = dl > 1e-4 ? float2(param_direction_x, param_direction_y) / dl : float2(0.0, -1.0);
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float acc = 0.0;
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float colAcc = 0.0;
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[loop]
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for (int i = 0; i < 512; i++)
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{
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if (float(i) >= maxN) { break; }
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float2 base = float2(hash21(float2(float(i) + param_seed, 1.0)), hash21(float2(float(i) + param_seed, 2.0)));
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float depth = hash21(float2(float(i) + param_seed, 3.0)) * param_depth;
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float2 pos = base + dir * t * (0.1 + depth * 0.9);
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pos = frac(pos);
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float2 d = pos - p;
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d = abs(d);
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d = min(d, 1.0 - d);
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float dist = length(d);
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float s = param_size * (0.3 + depth);
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float star = exp(-dist * dist / max(s * s, 1e-5));
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float tw = 0.5 + 0.5 * sin(t * 3.0 + param_seed * 10.0 + float(i) * 1.7);
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star *= lerp(1.0, tw, param_twinkle);
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acc += star;
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colAcc += star * depth;
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}
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acc = saturate(acc);
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float mixT = maxN > 1.0 ? colAcc / max(acc, 1e-5) : 0.0;
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float3 col = lerp(param_color_a.rgb, param_color_b.rgb, mixT);
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return float4(col * acc * u_layer_opacity, acc * u_layer_opacity);
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}
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