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 +1,74 @@
// Starfield Generator
// HMS MediaEngine Generator (kein Eingangstextur-Bezug, cbuffer identisch §14.4)
// D3D11-Pixelshader (PS_5_0). Semantik identisch zu GL/GLES (§12.6, §15.1).
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_count;
float param_size;
float param_speed;
float param_direction_x;
float param_direction_y;
float param_depth;
float param_twinkle;
float param_seed;
float u_quality_samples; // AQ-Variante (Backend-Bindung)
float _pad0; // 16-Byte-Alignment
};
float hash21(float2 p)
{
p = frac(p * float2(123.34, 456.21));
p += dot(p, p + 45.32);
return frac(p.x * p.y);
}
float4 mainPS(float4 pos : SV_POSITION, float2 uv : TEXCOORD0) : SV_Target
{
float2 p = uv;
float t = u_time_seconds * param_speed;
float maxN = clamp(u_quality_samples, 1.0, 512.0);
float dl = length(float2(param_direction_x, param_direction_y));
float2 dir = dl > 1e-4 ? float2(param_direction_x, param_direction_y) / dl : float2(0.0, -1.0);
float acc = 0.0;
float colAcc = 0.0;
[loop]
for (int i = 0; i < 512; i++)
{
if (float(i) >= maxN) { break; }
float2 base = float2(hash21(float2(float(i) + param_seed, 1.0)), hash21(float2(float(i) + param_seed, 2.0)));
float depth = hash21(float2(float(i) + param_seed, 3.0)) * param_depth;
float2 pos = base + dir * t * (0.1 + depth * 0.9);
pos = frac(pos);
float2 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 *= lerp(1.0, tw, param_twinkle);
acc += star;
colAcc += star * depth;
}
acc = saturate(acc);
float mixT = maxN > 1.0 ? colAcc / max(acc, 1e-5) : 0.0;
float3 col = lerp(param_color_a.rgb, param_color_b.rgb, mixT);
return float4(col * acc * u_layer_opacity, acc * u_layer_opacity);
}
@@ -0,0 +1,69 @@
// 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);
}
@@ -0,0 +1,69 @@
// Starfield Generator
// HMS MediaEngine Generator (GLES, Raspberry Pi). ES 2.0: texture2D, gl_FragColor, Schleifen mit konstanter Höchstgrenze.
#version 100
precision mediump float;
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;
varying vec2 v_uv;
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);
gl_FragColor = vec4(col * acc * u_layer_opacity, acc * u_layer_opacity);
}