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 +1,179 @@
{
"schema_version": 1,
"id": "com.hms.generator.noise_clouds",
"name": "Noise Clouds",
"version": "1.0.0",
"api_version": 1,
"kind": "generator",
"vendor": "HMS",
"entrypoints": {
"d3d11": {
"type": "hlsl_singlepass",
"passes": [
{
"pixel_shader": "shaders/d3d11/noise_clouds.hlsl"
}
]
},
"gl": {
"type": "glsl_singlepass",
"passes": [
{
"fragment": "shaders/gl/noise_clouds.frag"
}
]
},
"gles": {
"type": "glsl_es_singlepass",
"passes": [
{
"fragment": "shaders/gles/noise_clouds.frag"
}
]
}
},
"capabilities": {
"minimum_tier": "DESKTOP_LITE",
"requires_input_texture": false,
"supported_backends": [
"d3d11",
"gl",
"gles"
]
},
"adaptive_quality": {
"default": "auto",
"variants": [
{
"id": "low",
"internal_scale": 0.5,
"samples": 2
},
{
"id": "medium",
"internal_scale": 0.75,
"samples": 3
},
{
"id": "high",
"internal_scale": 1.0,
"samples": 5
}
],
"transition_ms": 180,
"semantic_parameters_unchanged": [
"seed",
"scale",
"contrast"
]
},
"parameters": [
{
"id": "color_a",
"label": "Color A",
"type": "color",
"default": [
0.8,
0.9,
1.0,
1.0
],
"dmx_slots": [
1,
2,
3,
4
]
},
{
"id": "color_b",
"label": "Color B",
"type": "color",
"default": [
0.1,
0.1,
0.2,
1.0
],
"dmx_slots": [
5,
6,
7,
8
]
},
{
"id": "seed",
"label": "Seed",
"type": "float",
"minimum": 0.0,
"maximum": 100.0,
"default": 1.0,
"curve": "linear"
},
{
"id": "scale",
"label": "Scale",
"type": "float",
"minimum": 0.1,
"maximum": 10.0,
"default": 2.0,
"curve": "quadratic"
},
{
"id": "detail",
"label": "Detail",
"type": "int",
"minimum": 1,
"maximum": 5,
"default": 3,
"curve": "linear"
},
{
"id": "contrast",
"label": "Contrast",
"type": "float",
"minimum": 0.1,
"maximum": 3.0,
"default": 1.0,
"curve": "linear"
},
{
"id": "speed",
"label": "Speed",
"type": "float",
"minimum": -2.0,
"maximum": 2.0,
"default": 0.5,
"curve": "linear"
},
{
"id": "direction_x",
"label": "Direction X",
"type": "float",
"minimum": -1.0,
"maximum": 1.0,
"default": 1.0,
"curve": "linear"
},
{
"id": "direction_y",
"label": "Direction Y",
"type": "float",
"minimum": -1.0,
"maximum": 1.0,
"default": 0.0,
"curve": "linear"
},
{
"id": "morph",
"label": "Morph",
"type": "float",
"minimum": 0.0,
"maximum": 1.0,
"default": 0.2,
"curve": "linear"
}
],
"failure_mode": "bypass"
}
@@ -0,0 +1,79 @@
// 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_seed;
float param_scale;
float param_detail;
float param_contrast;
float param_speed;
float param_direction_x;
float param_direction_y;
float param_morph;
float u_quality_octaves;
float _pad0;
float _pad1;
float _pad2;
};
float hash21(float2 p)
{
return frac(sin(dot(p, float2(127.1, 311.7))) * 43758.5453);
}
float vnoise(float2 p)
{
float2 i = floor(p);
float2 f = frac(p);
f = f * f * (3.0 - 2.0 * f);
float a = hash21(i);
float b = hash21(i + float2(1.0, 0.0));
float c = hash21(i + float2(0.0, 1.0));
float d = hash21(i + float2(1.0, 1.0));
return lerp(lerp(a, b, f.x), lerp(c, d, f.x), f.y);
}
float fbm(float2 p, float octaves)
{
float v = 0.0;
float amp = 0.5;
float freq = 1.0;
for (float i = 0.0; i < octaves; i += 1.0)
{
v += amp * vnoise(p * freq);
freq *= 2.0;
amp *= 0.5;
}
return v;
}
float4 mainPS(float4 pos : SV_POSITION, float2 uv : TEXCOORD0) : SV_Target
{
float2 p = uv * max(param_scale, 0.0001);
p += float2(param_direction_x, param_direction_y) * u_time_seconds * param_speed;
p += param_morph * sin(u_time_seconds * 0.5 + p * 2.0);
float n = fbm(p + param_seed * 100.0, clamp(u_quality_octaves, 1.0, 5.0));
n = (n - 0.5) * param_contrast + 0.5;
n = saturate(n);
float4 col = lerp(param_color_a, param_color_b, n);
col.a *= u_layer_opacity;
return col;
}
@@ -0,0 +1,75 @@
#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_seed;
uniform float param_scale;
uniform float param_detail;
uniform float param_contrast;
uniform float param_speed;
uniform float param_direction_x;
uniform float param_direction_y;
uniform float param_morph;
uniform float u_quality_octaves;
in vec2 v_uv;
out vec4 fragColor;
float hash21(vec2 p)
{
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
}
float vnoise(vec2 p)
{
vec2 i = floor(p);
vec2 f = fract(p);
f = f * f * (3.0 - 2.0 * f);
float a = hash21(i);
float b = hash21(i + vec2(1.0, 0.0));
float c = hash21(i + vec2(0.0, 1.0));
float d = hash21(i + vec2(1.0, 1.0));
return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
}
float fbm(vec2 p, float octaves)
{
float v = 0.0;
float amp = 0.5;
float freq = 1.0;
for (float i = 0.0; i < octaves; i += 1.0)
{
v += amp * vnoise(p * freq);
freq *= 2.0;
amp *= 0.5;
}
return v;
}
void main()
{
vec2 p = v_uv * max(param_scale, 0.0001);
p += vec2(param_direction_x, param_direction_y) * u_time_seconds * param_speed;
p += param_morph * sin(u_time_seconds * 0.5 + p * 2.0);
float n = fbm(p + param_seed * 100.0, clamp(u_quality_octaves, 1.0, 5.0));
n = (n - 0.5) * param_contrast + 0.5;
n = clamp(n, 0.0, 1.0);
vec4 col = mix(param_color_a, param_color_b, n);
col.a *= u_layer_opacity;
fragColor = col;
}
@@ -0,0 +1,76 @@
#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_seed;
uniform float param_scale;
uniform float param_detail;
uniform float param_contrast;
uniform float param_speed;
uniform float param_direction_x;
uniform float param_direction_y;
uniform float param_morph;
uniform float u_quality_octaves;
varying vec2 v_uv;
float hash21(vec2 p)
{
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
}
float vnoise(vec2 p)
{
vec2 i = floor(p);
vec2 f = fract(p);
f = f * f * (3.0 - 2.0 * f);
float a = hash21(i);
float b = hash21(i + vec2(1.0, 0.0));
float c = hash21(i + vec2(0.0, 1.0));
float d = hash21(i + vec2(1.0, 1.0));
return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
}
float fbm(vec2 p, float octaves)
{
float v = 0.0;
float amp = 0.5;
float freq = 1.0;
for (int i = 0; i < 5; i++)
{
if (float(i) >= octaves) { break; }
v += amp * vnoise(p * freq);
freq *= 2.0;
amp *= 0.5;
}
return v;
}
void main()
{
vec2 p = v_uv * max(param_scale, 0.0001);
p += vec2(param_direction_x, param_direction_y) * u_time_seconds * param_speed;
p += param_morph * sin(u_time_seconds * 0.5 + p * 2.0);
float n = fbm(p + param_seed * 100.0, clamp(u_quality_octaves, 1.0, 5.0));
n = (n - 0.5) * param_contrast + 0.5;
n = clamp(n, 0.0, 1.0);
vec4 col = mix(param_color_a, param_color_b, n);
col.a *= u_layer_opacity;
gl_FragColor = col;
}