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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// 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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// Starfield Generator
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// HMS MediaEngine – Generator (GLSL, Linux x64). Semantik identisch zu HLSL/GLES (§12.6, §15.1).
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#version 330 core
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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 float4 param_color_a;
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uniform float4 param_color_b;
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uniform float param_count;
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uniform float param_size;
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uniform float param_speed;
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uniform float param_direction_x;
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uniform float param_direction_y;
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uniform float param_depth;
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uniform float param_twinkle;
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uniform float param_seed;
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uniform float u_quality_samples;
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in vec2 v_uv;
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out vec4 fragColor;
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float hash21(vec2 p)
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{
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p = fract(p * vec2(123.34, 456.21));
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p += dot(p, p + 45.32);
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return fract(p.x * p.y);
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}
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void main()
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{
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vec2 p = v_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(vec2(param_direction_x, param_direction_y));
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vec2 dir = dl > 1e-4 ? vec2(param_direction_x, param_direction_y) / dl : vec2(0.0, -1.0);
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float acc = 0.0;
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float colAcc = 0.0;
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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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vec2 base = vec2(hash21(vec2(float(i) + param_seed, 1.0)), hash21(vec2(float(i) + param_seed, 2.0)));
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float depth = hash21(vec2(float(i) + param_seed, 3.0)) * param_depth;
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vec2 pos = base + dir * t * (0.1 + depth * 0.9);
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pos = fract(pos);
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vec2 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 *= mix(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 = clamp(acc, 0.0, 1.0);
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float mixT = maxN > 1.0 ? colAcc / max(acc, 1e-5) : 0.0;
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vec3 col = mix(param_color_a.rgb, param_color_b.rgb, mixT);
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fragColor = vec4(col * acc * u_layer_opacity, acc * u_layer_opacity);
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}
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// Starfield Generator
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// HMS MediaEngine – Generator (GLES, Raspberry Pi). ES 2.0: texture2D, gl_FragColor, Schleifen mit konstanter Höchstgrenze.
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#version 100
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precision mediump float;
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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 float4 param_color_a;
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uniform float4 param_color_b;
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uniform float param_count;
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uniform float param_size;
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uniform float param_speed;
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uniform float param_direction_x;
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uniform float param_direction_y;
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uniform float param_depth;
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uniform float param_twinkle;
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uniform float param_seed;
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uniform float u_quality_samples;
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varying vec2 v_uv;
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float hash21(vec2 p)
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{
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p = fract(p * vec2(123.34, 456.21));
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p += dot(p, p + 45.32);
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return fract(p.x * p.y);
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}
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void main()
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{
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vec2 p = v_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(vec2(param_direction_x, param_direction_y));
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vec2 dir = dl > 1e-4 ? vec2(param_direction_x, param_direction_y) / dl : vec2(0.0, -1.0);
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float acc = 0.0;
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float colAcc = 0.0;
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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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vec2 base = vec2(hash21(vec2(float(i) + param_seed, 1.0)), hash21(vec2(float(i) + param_seed, 2.0)));
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float depth = hash21(vec2(float(i) + param_seed, 3.0)) * param_depth;
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vec2 pos = base + dir * t * (0.1 + depth * 0.9);
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pos = fract(pos);
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vec2 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 *= mix(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 = clamp(acc, 0.0, 1.0);
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float mixT = maxN > 1.0 ? colAcc / max(acc, 1e-5) : 0.0;
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vec3 col = mix(param_color_a.rgb, param_color_b.rgb, mixT);
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gl_FragColor = vec4(col * acc * u_layer_opacity, acc * u_layer_opacity);
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}
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