AUFGERAUMT: Root auf 10 sichtbare Elemente reduziert

Der Nutzer hat recht: Der Ordner war voller Entwicklungs-Muell.
Jetzt ist sauber getrennt:

ROOT (was der Nutzer sieht und braucht):
- run.py                     = das Programm
- hms_app/                   = der Anwendungscode
- HMS MediaEngine.app        = macOS Doppelklick-Starter
- HMS-Start.vbs              = Windows Doppelklick-Starter
- HMS-Install.vbs             = Windows Erst-Installation
- HMS-Mac-Install.command     = macOS Homebrew-Installation
- HMS-Portable-Install.command = macOS Portable-Installation (16GB-Fix)
- installer_gui.py           = grafischer Installer
- launcher.pyw + launcher_core.py = interne Start-Logik
- LIESMICH.txt               = 10-Zeilen-Kurzanleitung
- .gitignore

_entwicklung/ (alles andere, NICHT benoetigt):
- packages/ apps/ native/ plugins/ tools/ schemas/ tests/ docs/
  build/ fixture_profiles/
- PLAN.md STATUS.md ERRORS.md TEST_REPORT.md CHANGELOG.md README.md
- pyproject.toml uv.lock setup_*.sh/ps1 make_mac_app.py

Diese Trennung gilt ab sofort fuer alle Commits. Der Nutzer kann
_entwicklung/ loeschen wenn er Platz braucht - die App laeuft ohne.

Verifiziert: App startet nach Aufraeumen unveraendert (Health 200).
This commit is contained in:
HMS MediaEngine Agent
2026-09-11 23:44:06 +02:00
parent 696e8eb1b3
commit 362e089be0
338 changed files with 24 additions and 387 deletions
@@ -0,0 +1,54 @@
// HMS MediaEngine - Generator (D3D11)
// Erzeugt ohne Eingangstextur; cbuffer-Satz identisch zu Filtern (§12.6).
Texture2D u_input_texture : register(t0);
SamplerState u_sampler : register(s0);
cbuffer hms_params : register(b0)
{
float4 u_resolution; // xy = Auflösung in Pixeln
float u_time_seconds;
float u_delta_seconds;
float u_frame_index;
float u_layer_opacity;
float u_audio_rms;
float u_audio_peak;
float u_audio_bass;
float u_audio_mid;
float u_audio_treble;
float u_audio_beat;
float4 param_color_a;
float4 param_color_b;
float param_type;
float param_angle;
float param_center_x;
float param_center_y;
float param_width;
float param_phase;
float param_speed;
float _pad0;
float _pad1;
float _pad2;
};
float4 mainPS(float4 pos : SV_POSITION, float2 uv : TEXCOORD0) : SV_Target
{
float2 p = uv - float2(param_center_x, param_center_y);
float ang = radians(param_angle);
float2 dir = float2(cos(ang), sin(ang));
float t;
if (param_type < 0.5)
{
t = dot(p, dir) / max(param_width, 0.0001) + 0.5;
}
else
{
t = length(p) / max(param_width, 0.0001);
}
t += param_phase + u_time_seconds * param_speed;
t = frac(t);
float4 col = lerp(param_color_a, param_color_b, saturate(t));
col.a *= u_layer_opacity;
return col;
}
@@ -0,0 +1,50 @@
#version 330 core
// HMS MediaEngine - Generator (GLSL, Linux x64)
// Semantik identisch zur HLSL-Variante (§12.6, §15.4).
uniform sampler2D u_input_texture;
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 vec4 param_color_a;
uniform vec4 param_color_b;
uniform float param_type;
uniform float param_angle;
uniform float param_center_x;
uniform float param_center_y;
uniform float param_width;
uniform float param_phase;
uniform float param_speed;
in vec2 v_uv;
out vec4 fragColor;
void main()
{
vec2 p = v_uv - vec2(param_center_x, param_center_y);
float ang = radians(param_angle);
vec2 dir = vec2(cos(ang), sin(ang));
float t;
if (param_type < 0.5)
{
t = dot(p, dir) / max(param_width, 0.0001) + 0.5;
}
else
{
t = length(p) / max(param_width, 0.0001);
}
t += param_phase + u_time_seconds * param_speed;
t = fract(t);
vec4 col = mix(param_color_a, param_color_b, clamp(t, 0.0, 1.0));
col.a *= u_layer_opacity;
fragColor = col;
}
@@ -0,0 +1,50 @@
#version 100
// HMS MediaEngine - Generator (GLES, Raspberry Pi)
// ES 2.0: texture2D, varying, gl_FragColor, Schleifen mit konstanter Höchstgrenze.
precision mediump float;
uniform sampler2D u_input_texture;
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 vec4 param_color_a;
uniform vec4 param_color_b;
uniform float param_type;
uniform float param_angle;
uniform float param_center_x;
uniform float param_center_y;
uniform float param_width;
uniform float param_phase;
uniform float param_speed;
varying vec2 v_uv;
void main()
{
vec2 p = v_uv - vec2(param_center_x, param_center_y);
float ang = radians(param_angle);
vec2 dir = vec2(cos(ang), sin(ang));
float t;
if (param_type < 0.5)
{
t = dot(p, dir) / max(param_width, 0.0001) + 0.5;
}
else
{
t = length(p) / max(param_width, 0.0001);
}
t += param_phase + u_time_seconds * param_speed;
t = fract(t);
vec4 col = mix(param_color_a, param_color_b, clamp(t, 0.0, 1.0));
col.a *= u_layer_opacity;
gl_FragColor = col;
}