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 +1,47 @@
#version 330 core
// HMS MediaEngine Gaussian Blur, horizontaler Pass (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 float param_radius;
uniform float u_quality_samples;
in vec2 v_uv;
out vec4 fragColor;
void main()
{
float radius = max(param_radius, 0.0);
vec4 src = texture(u_input_texture, v_uv);
if (radius < 0.01)
{
fragColor = src;
return;
}
float samples = clamp(u_quality_samples, 1.0, 17.0);
float stepSize = radius / max(samples - 1.0, 1.0);
vec2 texel = vec2(1.0, 0.0) / u_resolution;
vec4 acc = vec4(0.0);
float total = 0.0;
for (float i = 0.0; i < samples; i += 1.0)
{
float t = i - (samples - 1.0) * 0.5;
float w = exp(-(t * t) / (samples * 0.5));
acc += texture(u_input_texture, v_uv + texel * (t * stepSize)) * w;
total += w;
}
fragColor = acc / total;
}
@@ -0,0 +1,46 @@
#version 330 core
// HMS MediaEngine Gaussian Blur, vertikaler Pass (GLSL, Linux x64)
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 float param_radius;
uniform float u_quality_samples;
in vec2 v_uv;
out vec4 fragColor;
void main()
{
float radius = max(param_radius, 0.0);
vec4 src = texture(u_input_texture, v_uv);
if (radius < 0.01)
{
fragColor = src;
return;
}
float samples = clamp(u_quality_samples, 1.0, 17.0);
float stepSize = radius / max(samples - 1.0, 1.0);
vec2 texel = vec2(0.0, 1.0) / u_resolution;
vec4 acc = vec4(0.0);
float total = 0.0;
for (float i = 0.0; i < samples; i += 1.0)
{
float t = i - (samples - 1.0) * 0.5;
float w = exp(-(t * t) / (samples * 0.5));
acc += texture(u_input_texture, v_uv + texel * (t * stepSize)) * w;
total += w;
}
fragColor = acc / total;
}