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).
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// HMS MediaEngine - Generator (D3D11)
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// Erzeugt ohne Eingangstextur; cbuffer-Satz identisch zu Filtern (§12.6).
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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_type;
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float param_angle;
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float param_center_x;
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float param_center_y;
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float param_width;
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float param_phase;
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float param_speed;
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float _pad0;
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float _pad1;
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float _pad2;
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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 - float2(param_center_x, param_center_y);
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float ang = radians(param_angle);
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float2 dir = float2(cos(ang), sin(ang));
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float t;
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if (param_type < 0.5)
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{
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t = dot(p, dir) / max(param_width, 0.0001) + 0.5;
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}
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else
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{
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t = length(p) / max(param_width, 0.0001);
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}
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t += param_phase + u_time_seconds * param_speed;
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t = frac(t);
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float4 col = lerp(param_color_a, param_color_b, saturate(t));
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col.a *= u_layer_opacity;
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return col;
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}
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+50
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#version 330 core
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// HMS MediaEngine - Generator (GLSL, Linux x64)
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// Semantik identisch zur HLSL-Variante (§12.6, §15.4).
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uniform sampler2D u_input_texture;
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uniform vec2 u_resolution;
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uniform float u_time_seconds;
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uniform float u_delta_seconds;
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uniform float u_frame_index;
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uniform float u_layer_opacity;
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uniform float u_audio_rms;
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uniform float u_audio_peak;
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uniform float u_audio_bass;
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uniform float u_audio_mid;
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uniform float u_audio_treble;
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uniform float u_audio_beat;
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uniform vec4 param_color_a;
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uniform vec4 param_color_b;
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uniform float param_type;
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uniform float param_angle;
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uniform float param_center_x;
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uniform float param_center_y;
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uniform float param_width;
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uniform float param_phase;
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uniform float param_speed;
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in vec2 v_uv;
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out vec4 fragColor;
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void main()
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{
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vec2 p = v_uv - vec2(param_center_x, param_center_y);
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float ang = radians(param_angle);
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vec2 dir = vec2(cos(ang), sin(ang));
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float t;
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if (param_type < 0.5)
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{
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t = dot(p, dir) / max(param_width, 0.0001) + 0.5;
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}
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else
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{
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t = length(p) / max(param_width, 0.0001);
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}
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t += param_phase + u_time_seconds * param_speed;
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t = fract(t);
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vec4 col = mix(param_color_a, param_color_b, clamp(t, 0.0, 1.0));
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col.a *= u_layer_opacity;
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fragColor = col;
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}
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+50
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#version 100
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// HMS MediaEngine - Generator (GLES, Raspberry Pi)
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// ES 2.0: texture2D, varying, gl_FragColor, Schleifen mit konstanter Höchstgrenze.
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precision mediump float;
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uniform sampler2D u_input_texture;
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uniform vec2 u_resolution;
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uniform float u_time_seconds;
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uniform float u_delta_seconds;
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uniform float u_frame_index;
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uniform float u_layer_opacity;
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uniform float u_audio_rms;
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uniform float u_audio_peak;
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uniform float u_audio_bass;
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uniform float u_audio_mid;
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uniform float u_audio_treble;
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uniform float u_audio_beat;
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uniform vec4 param_color_a;
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uniform vec4 param_color_b;
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uniform float param_type;
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uniform float param_angle;
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uniform float param_center_x;
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uniform float param_center_y;
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uniform float param_width;
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uniform float param_phase;
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uniform float param_speed;
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varying vec2 v_uv;
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void main()
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{
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vec2 p = v_uv - vec2(param_center_x, param_center_y);
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float ang = radians(param_angle);
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vec2 dir = vec2(cos(ang), sin(ang));
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float t;
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if (param_type < 0.5)
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{
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t = dot(p, dir) / max(param_width, 0.0001) + 0.5;
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}
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else
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{
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t = length(p) / max(param_width, 0.0001);
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}
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t += param_phase + u_time_seconds * param_speed;
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t = fract(t);
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vec4 col = mix(param_color_a, param_color_b, clamp(t, 0.0, 1.0));
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col.a *= u_layer_opacity;
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gl_FragColor = col;
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}
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