Phase 3: Alle 24 Pflicht-Plugins (10 Generatoren + 14 Filter, §15.1/§15.2)
- 10 Generatoren mit Manifest + HLSL + GLSL + GLES je Plugin: solid, gradient, checker_grid, stripes_chaser, noise_clouds (AQ Octaves 2/3/5), plasma, wave_bars, shapes, drops_ripples, starfield (AQ 32/128/512 Partikel) - 14 Filter mit Manifest + Shader je Backend: transform2d (keine AQ-Geometriereduktion), color_adjust, gradient_map, blur_sharpen (separabel 2-Pass, AQ 5/9/17 Samples), pixelate_quantize, mirror_tile, kaleidoscope, wave_displace (Noise adaptiv, Amount unverändert), rgb_split, glow_bloom (Kaskade 2/4/8), edge_emboss, vignette, strobe_pulse (Safety clamp 2 Hz, nie durch DMX allein freischaltbar), feedback_trails (Double-Buffer, Clear-Trigger, §15.3) - Uniform-Vertrag §14.4 in allen 75 Shadern; Generatoren sampeln nie u_input_texture; alle Filter mit mix-0-Bypass (§15.3) - 195 parametrisierte Plugin-Tests: Manifest/Backends/DMX-Slots<=8/ AQ>=3 Varianten/Uniform-Satz/Vollstaendigkeit exakt 10+14 - Nachtraegliche Manifest-Fixes: AQ-Bloecke fuer 4 1-Pass-Filter, mix-Parameter fuer feedback_trails (Slot-Overlap vermieden) - Gesamtsuite 506 gruen, Ruff gruen
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{
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"schema_version": 1,
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"id": "com.hms.fx.blur_sharpen",
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"name": "Blur / Sharpen",
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"version": "1.0.0",
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"api_version": 1,
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"kind": "filter",
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"vendor": "HMS",
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"entrypoints": {
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"d3d11": {
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"type": "hlsl_multipass",
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"passes": [
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{
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"pixel_shader": "shaders/d3d11/pass1.hlsl"
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},
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{
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"pixel_shader": "shaders/d3d11/pass2.hlsl"
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}
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]
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},
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"gl": {
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"type": "glsl_multipass",
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"passes": [
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{
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"fragment": "shaders/gl/pass1.frag"
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},
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{
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"fragment": "shaders/gl/pass2.frag"
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}
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]
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},
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"gles": {
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"type": "glsl_es_multipass",
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"passes": [
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{
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"fragment": "shaders/gles/pass1.frag"
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},
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{
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"fragment": "shaders/gles/pass2.frag"
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}
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]
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}
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},
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"capabilities": {
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"minimum_tier": "DESKTOP_LITE",
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"requires_input_texture": true,
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"supported_backends": [
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"d3d11",
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"gl",
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"gles"
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]
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},
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"adaptive_quality": {
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"default": "auto",
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"variants": [
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{
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"id": "low",
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"internal_scale": 0.25,
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"samples": 5
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},
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{
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"id": "medium",
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"internal_scale": 0.5,
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"samples": 9
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},
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{
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"id": "high",
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"internal_scale": 1.0,
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"samples": 17
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}
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],
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"transition_ms": 180,
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"semantic_parameters_unchanged": [
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"radius",
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"strength",
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"threshold"
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]
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},
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"parameters": [
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{
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"id": "mode",
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"label": "Mode",
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"type": "enum",
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"values": [
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"blur",
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"sharpen"
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],
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"default": "blur",
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"dmx_slots": [
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1
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]
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},
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{
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"id": "radius",
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"label": "Radius",
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"type": "float",
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"minimum": 0.0,
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"maximum": 40.0,
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"default": 0.0,
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"dmx_slots": [
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2
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],
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"curve": "quadratic"
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},
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{
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"id": "strength",
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"label": "Strength",
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"type": "float",
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"minimum": 0.0,
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"maximum": 2.0,
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"default": 1.0,
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"dmx_slots": [
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3
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],
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"curve": "linear"
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},
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{
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"id": "direction",
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"label": "Direction",
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"type": "enum",
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"values": [
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"both",
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"horizontal",
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"vertical"
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],
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"default": "both",
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"dmx_slots": [
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4
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]
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},
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{
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"id": "edge_mode",
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"label": "Edge Mode",
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"type": "enum",
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"values": [
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"clamp",
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"repeat",
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"mirror"
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],
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"default": "clamp",
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"dmx_slots": [
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5
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]
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},
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{
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"id": "quality",
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"label": "Quality",
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"type": "enum",
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"values": [
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"auto",
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"low",
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"medium",
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"high"
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],
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"default": "auto",
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"dmx_slots": [
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6
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]
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},
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{
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"id": "threshold",
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"label": "Threshold",
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"type": "float",
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"minimum": 0.0,
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"maximum": 1.0,
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"default": 0.0,
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"dmx_slots": [
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7
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],
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"curve": "linear"
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},
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{
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"id": "mix",
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"label": "Mix",
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"type": "float",
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"minimum": 0.0,
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"maximum": 1.0,
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"default": 1.0,
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"dmx_slots": [
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8
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],
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"curve": "linear"
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}
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],
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"failure_mode": "bypass"
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}
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@@ -0,0 +1,78 @@
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// HMS MediaEngine – Blur / Sharpen
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// PLAN.md §15.2 Pflichtfilter; semantisch identisch über Backends (§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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float param_mode;
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float param_radius;
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float param_strength;
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float param_direction;
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float param_edge_mode;
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float param_quality;
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float param_threshold;
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float param_mix;
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float _pad0;
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float _pad1;
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};
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float2 hms_edge_uv(float2 uv)
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{
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if (param_edge_mode > 1.5)
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{
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uv = abs(frac(uv) * 2.0 - 1.0);
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}
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else if (param_edge_mode > 0.5)
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{
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uv = frac(uv);
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}
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else
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{
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uv = clamp(uv, 0.0, 1.0);
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}
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return uv;
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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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float4 src = u_input_texture.Sample(u_sampler, uv);
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float m = saturate(param_mix);
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if (m < 0.001)
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{
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return src * u_layer_opacity;
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}
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float radius = max(param_radius, 0.0);
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if (radius < 0.01 || param_direction > 1.5)
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{
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return src * u_layer_opacity;
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}
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float samples = clamp(u_quality_samples, 1.0, 17.0);
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float stepSize = radius / max(samples - 1.0, 1.0);
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float2 texel = float2(1.0, 0.0) / u_resolution;
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float4 acc = float4(0.0);
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float total = 0.0;
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for (float i = 0.0; i < samples; i += 1.0)
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{
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float t = i - (samples - 1.0) * 0.5;
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float w = exp(-(t * t) / (samples * 0.5));
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float2 suv = hms_edge_uv(uv + texel * (t * stepSize));
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acc += u_input_texture.Sample(u_sampler, suv) * w;
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total += w;
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}
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float4 blurred = acc / total;
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return blurred;
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}
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@@ -0,0 +1,93 @@
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// HMS MediaEngine – Blur / Sharpen
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// PLAN.md §15.2 Pflichtfilter; semantisch identisch über Backends (§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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float param_mode;
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float param_radius;
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float param_strength;
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float param_direction;
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float param_edge_mode;
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float param_quality;
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float param_threshold;
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float param_mix;
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float _pad0;
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float _pad1;
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};
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float2 hms_edge_uv(float2 uv)
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{
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if (param_edge_mode > 1.5)
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{
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uv = abs(frac(uv) * 2.0 - 1.0);
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}
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else if (param_edge_mode > 0.5)
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{
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uv = frac(uv);
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}
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else
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{
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uv = clamp(uv, 0.0, 1.0);
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}
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return uv;
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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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float4 src = u_input_texture.Sample(u_sampler, uv);
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float m = saturate(param_mix);
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if (m < 0.001)
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{
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return src * u_layer_opacity;
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}
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float radius = max(param_radius, 0.0);
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float4 blurred = src;
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if (radius >= 0.01 && !(param_direction > 0.5 && param_direction < 1.5))
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{
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float samples = clamp(u_quality_samples, 1.0, 17.0);
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float stepSize = radius / max(samples - 1.0, 1.0);
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float2 texel = float2(0.0, 1.0) / u_resolution;
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float4 acc = float4(0.0);
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float total = 0.0;
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for (float i = 0.0; i < samples; i += 1.0)
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{
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float t = i - (samples - 1.0) * 0.5;
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float w = exp(-(t * t) / (samples * 0.5));
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float2 suv = hms_edge_uv(uv + texel * (t * stepSize));
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acc += u_input_texture.Sample(u_sampler, suv) * w;
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total += w;
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}
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float4 blurred = acc / total;
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return blurred;
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}
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float4 result;
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if (param_mode < 0.5)
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{
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result = blurred;
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}
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else
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{
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float3 detail = src.rgb - blurred.rgb;
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float mag = length(detail);
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float amount = step(param_threshold, mag) * param_strength;
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float3 sharp = src.rgb + detail * amount;
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result = float4(sharp.r, sharp.g, sharp.b, src.a);
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}
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result = lerp(src, result, m);
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return result * u_layer_opacity;
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}
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@@ -0,0 +1,79 @@
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#version 330 core
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// HMS MediaEngine – Blur / Sharpen
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// PLAN.md §15.2 Pflichtfilter; GLSL (Linux x64), semantisch identisch zu HLSL (§12.6)
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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 float param_mode;
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uniform float param_radius;
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uniform float param_strength;
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uniform float param_direction;
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uniform float param_edge_mode;
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uniform float param_quality;
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uniform float param_threshold;
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uniform float param_mix;
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in vec2 v_uv;
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out vec4 fragColor;
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vec2 hms_edge_uv(vec2 uv)
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{
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if (param_edge_mode > 1.5)
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{
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uv = abs(fract(uv) * 2.0 - 1.0);
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}
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else if (param_edge_mode > 0.5)
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{
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uv = fract(uv);
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}
|
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else
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{
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uv = clamp(uv, 0.0, 1.0);
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}
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return uv;
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}
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|
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void main()
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{
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vec2 uv = v_uv;
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vec4 src = texture(u_input_texture, uv);
|
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float m = clamp(param_mix, 0.0, 1.0);
|
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if (m < 0.001)
|
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{
|
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gl_FragColor = src * u_layer_opacity;
|
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return;
|
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}
|
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float radius = max(param_radius, 0.0);
|
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if (radius < 0.01 || param_direction > 1.5)
|
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{
|
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gl_FragColor = src * u_layer_opacity;
|
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return;
|
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}
|
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float samples = clamp(u_quality_samples, 1.0, 17.0);
|
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float stepSize = radius / max(samples - 1.0, 1.0);
|
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vec2 texel = vec2(1.0, 0.0) / u_resolution;
|
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vec4 acc = vec4(0.0);
|
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float total = 0.0;
|
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for (float i = 0.0; i < samples; i += 1.0)
|
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{
|
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float t = i - (samples - 1.0) * 0.5;
|
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float w = exp(-(t * t) / (samples * 0.5));
|
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vec2 suv = hms_edge_uv(uv + texel * (t * stepSize));
|
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acc += texture(u_input_texture, suv) * w;
|
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total += w;
|
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}
|
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vec4 blurred = acc / total;
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gl_FragColor = blurred;
|
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return;
|
||||
}
|
||||
@@ -0,0 +1,93 @@
|
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#version 330 core
|
||||
// HMS MediaEngine – Blur / Sharpen
|
||||
// PLAN.md §15.2 Pflichtfilter; GLSL (Linux x64), semantisch identisch zu HLSL (§12.6)
|
||||
|
||||
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_mode;
|
||||
uniform float param_radius;
|
||||
uniform float param_strength;
|
||||
uniform float param_direction;
|
||||
uniform float param_edge_mode;
|
||||
uniform float param_quality;
|
||||
uniform float param_threshold;
|
||||
uniform float param_mix;
|
||||
|
||||
in vec2 v_uv;
|
||||
out vec4 fragColor;
|
||||
|
||||
|
||||
vec2 hms_edge_uv(vec2 uv)
|
||||
{
|
||||
if (param_edge_mode > 1.5)
|
||||
{
|
||||
uv = abs(fract(uv) * 2.0 - 1.0);
|
||||
}
|
||||
else if (param_edge_mode > 0.5)
|
||||
{
|
||||
uv = fract(uv);
|
||||
}
|
||||
else
|
||||
{
|
||||
uv = clamp(uv, 0.0, 1.0);
|
||||
}
|
||||
return uv;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 uv = v_uv;
|
||||
vec4 src = texture(u_input_texture, uv);
|
||||
float m = clamp(param_mix, 0.0, 1.0);
|
||||
if (m < 0.001)
|
||||
{
|
||||
gl_FragColor = src * u_layer_opacity;
|
||||
return;
|
||||
}
|
||||
float radius = max(param_radius, 0.0);
|
||||
vec4 blurred = src;
|
||||
if (radius >= 0.01 && !(param_direction > 0.5 && param_direction < 1.5))
|
||||
{
|
||||
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));
|
||||
vec2 suv = hms_edge_uv(uv + texel * (t * stepSize));
|
||||
acc += texture(u_input_texture, suv) * w;
|
||||
total += w;
|
||||
}
|
||||
vec4 blurred = acc / total;
|
||||
gl_FragColor = blurred;
|
||||
return;
|
||||
}
|
||||
vec4 result;
|
||||
if (param_mode < 0.5)
|
||||
{
|
||||
result = blurred;
|
||||
}
|
||||
else
|
||||
{
|
||||
vec3 detail = src.rgb - blurred.rgb;
|
||||
float mag = length(detail);
|
||||
float amount = step(param_threshold, mag) * param_strength;
|
||||
vec3 sharp = src.rgb + detail * amount;
|
||||
result = vec4(sharp.r, sharp.g, sharp.b, src.a);
|
||||
}
|
||||
result = mix(src, result, m);
|
||||
gl_FragColor = result * u_layer_opacity;
|
||||
}
|
||||
@@ -0,0 +1,80 @@
|
||||
#version 100
|
||||
// HMS MediaEngine – Blur / Sharpen
|
||||
// PLAN.md §15.2 Pflichtfilter; GLES (Raspberry Pi), ES 2.0
|
||||
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 float param_mode;
|
||||
uniform float param_radius;
|
||||
uniform float param_strength;
|
||||
uniform float param_direction;
|
||||
uniform float param_edge_mode;
|
||||
uniform float param_quality;
|
||||
uniform float param_threshold;
|
||||
uniform float param_mix;
|
||||
|
||||
varying vec2 v_uv;
|
||||
|
||||
|
||||
vec2 hms_edge_uv(vec2 uv)
|
||||
{
|
||||
if (param_edge_mode > 1.5)
|
||||
{
|
||||
uv = abs(fract(uv) * 2.0 - 1.0);
|
||||
}
|
||||
else if (param_edge_mode > 0.5)
|
||||
{
|
||||
uv = fract(uv);
|
||||
}
|
||||
else
|
||||
{
|
||||
uv = clamp(uv, 0.0, 1.0);
|
||||
}
|
||||
return uv;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 uv = v_uv;
|
||||
vec4 src = texture2D(u_input_texture, uv);
|
||||
float m = clamp(param_mix, 0.0, 1.0);
|
||||
if (m < 0.001)
|
||||
{
|
||||
gl_FragColor = src * u_layer_opacity;
|
||||
return;
|
||||
}
|
||||
float radius = max(param_radius, 0.0);
|
||||
if (radius < 0.01 || param_direction > 1.5)
|
||||
{
|
||||
gl_FragColor = src * u_layer_opacity;
|
||||
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 (int i = 0; i < 17; i++)
|
||||
{
|
||||
if (float(i) >= samples) { break; }
|
||||
float t = float(i) - (samples - 1.0) * 0.5;
|
||||
float w = exp(-(t * t) / (samples * 0.5));
|
||||
vec2 suv = hms_edge_uv(uv + texel * (t * stepSize));
|
||||
acc += texture2D(u_input_texture, suv) * w;
|
||||
total += w;
|
||||
}
|
||||
vec4 blurred = acc / total;
|
||||
gl_FragColor = blurred;
|
||||
return;
|
||||
}
|
||||
@@ -0,0 +1,94 @@
|
||||
#version 100
|
||||
// HMS MediaEngine – Blur / Sharpen
|
||||
// PLAN.md §15.2 Pflichtfilter; GLES (Raspberry Pi), ES 2.0
|
||||
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 float param_mode;
|
||||
uniform float param_radius;
|
||||
uniform float param_strength;
|
||||
uniform float param_direction;
|
||||
uniform float param_edge_mode;
|
||||
uniform float param_quality;
|
||||
uniform float param_threshold;
|
||||
uniform float param_mix;
|
||||
|
||||
varying vec2 v_uv;
|
||||
|
||||
|
||||
vec2 hms_edge_uv(vec2 uv)
|
||||
{
|
||||
if (param_edge_mode > 1.5)
|
||||
{
|
||||
uv = abs(fract(uv) * 2.0 - 1.0);
|
||||
}
|
||||
else if (param_edge_mode > 0.5)
|
||||
{
|
||||
uv = fract(uv);
|
||||
}
|
||||
else
|
||||
{
|
||||
uv = clamp(uv, 0.0, 1.0);
|
||||
}
|
||||
return uv;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 uv = v_uv;
|
||||
vec4 src = texture2D(u_input_texture, uv);
|
||||
float m = clamp(param_mix, 0.0, 1.0);
|
||||
if (m < 0.001)
|
||||
{
|
||||
gl_FragColor = src * u_layer_opacity;
|
||||
return;
|
||||
}
|
||||
float radius = max(param_radius, 0.0);
|
||||
vec4 blurred = src;
|
||||
if (radius >= 0.01 && !(param_direction > 0.5 && param_direction < 1.5))
|
||||
{
|
||||
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 (int i = 0; i < 17; i++)
|
||||
{
|
||||
if (float(i) >= samples) { break; }
|
||||
float t = float(i) - (samples - 1.0) * 0.5;
|
||||
float w = exp(-(t * t) / (samples * 0.5));
|
||||
vec2 suv = hms_edge_uv(uv + texel * (t * stepSize));
|
||||
acc += texture2D(u_input_texture, suv) * w;
|
||||
total += w;
|
||||
}
|
||||
vec4 blurred = acc / total;
|
||||
gl_FragColor = blurred;
|
||||
return;
|
||||
}
|
||||
vec4 result;
|
||||
if (param_mode < 0.5)
|
||||
{
|
||||
result = blurred;
|
||||
}
|
||||
else
|
||||
{
|
||||
vec3 detail = src.rgb - blurred.rgb;
|
||||
float mag = length(detail);
|
||||
float amount = step(param_threshold, mag) * param_strength;
|
||||
vec3 sharp = src.rgb + detail * amount;
|
||||
result = vec4(sharp.r, sharp.g, sharp.b, src.a);
|
||||
}
|
||||
result = mix(src, result, m);
|
||||
gl_FragColor = result * u_layer_opacity;
|
||||
}
|
||||
@@ -0,0 +1,170 @@
|
||||
{
|
||||
"schema_version": 1,
|
||||
"id": "com.hms.fx.color_adjust",
|
||||
"name": "Color Adjust",
|
||||
"version": "1.0.0",
|
||||
"api_version": 1,
|
||||
"kind": "filter",
|
||||
"vendor": "HMS",
|
||||
"entrypoints": {
|
||||
"d3d11": {
|
||||
"type": "hlsl",
|
||||
"passes": [
|
||||
{
|
||||
"pixel_shader": "shaders/d3d11/pass1.hlsl"
|
||||
}
|
||||
]
|
||||
},
|
||||
"gl": {
|
||||
"type": "glsl",
|
||||
"passes": [
|
||||
{
|
||||
"fragment": "shaders/gl/pass1.frag"
|
||||
}
|
||||
]
|
||||
},
|
||||
"gles": {
|
||||
"type": "glsl_es",
|
||||
"passes": [
|
||||
{
|
||||
"fragment": "shaders/gles/pass1.frag"
|
||||
}
|
||||
]
|
||||
}
|
||||
},
|
||||
"capabilities": {
|
||||
"minimum_tier": "PI_LITE",
|
||||
"requires_input_texture": true,
|
||||
"supported_backends": [
|
||||
"d3d11",
|
||||
"gl",
|
||||
"gles"
|
||||
]
|
||||
},
|
||||
"adaptive_quality": {
|
||||
"default": "auto",
|
||||
"variants": [
|
||||
{
|
||||
"id": "low",
|
||||
"internal_scale": 1.0
|
||||
},
|
||||
{
|
||||
"id": "medium",
|
||||
"internal_scale": 1.0
|
||||
},
|
||||
{
|
||||
"id": "high",
|
||||
"internal_scale": 1.0
|
||||
}
|
||||
],
|
||||
"transition_ms": 180,
|
||||
"semantic_parameters_unchanged": [
|
||||
"hue",
|
||||
"saturation",
|
||||
"brightness",
|
||||
"contrast",
|
||||
"gamma"
|
||||
]
|
||||
},
|
||||
"parameters": [
|
||||
{
|
||||
"id": "hue",
|
||||
"label": "Hue",
|
||||
"type": "float",
|
||||
"minimum": -180.0,
|
||||
"maximum": 180.0,
|
||||
"default": 0.0,
|
||||
"dmx_slots": [
|
||||
1
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "saturation",
|
||||
"label": "Saturation",
|
||||
"type": "float",
|
||||
"minimum": -1.0,
|
||||
"maximum": 1.0,
|
||||
"default": 0.0,
|
||||
"dmx_slots": [
|
||||
2
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "brightness",
|
||||
"label": "Brightness",
|
||||
"type": "float",
|
||||
"minimum": -1.0,
|
||||
"maximum": 1.0,
|
||||
"default": 0.0,
|
||||
"dmx_slots": [
|
||||
3
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "contrast",
|
||||
"label": "Contrast",
|
||||
"type": "float",
|
||||
"minimum": -1.0,
|
||||
"maximum": 1.0,
|
||||
"default": 0.0,
|
||||
"dmx_slots": [
|
||||
4
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "gamma",
|
||||
"label": "Gamma",
|
||||
"type": "float",
|
||||
"minimum": 0.1,
|
||||
"maximum": 3.0,
|
||||
"default": 1.0,
|
||||
"dmx_slots": [
|
||||
5
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "temperature",
|
||||
"label": "Temperature",
|
||||
"type": "float",
|
||||
"minimum": -1.0,
|
||||
"maximum": 1.0,
|
||||
"default": 0.0,
|
||||
"dmx_slots": [
|
||||
6
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "mode",
|
||||
"label": "Mode",
|
||||
"type": "enum",
|
||||
"values": [
|
||||
"normal",
|
||||
"grayscale",
|
||||
"invert"
|
||||
],
|
||||
"default": "normal",
|
||||
"dmx_slots": [
|
||||
7
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "mix",
|
||||
"label": "Mix",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 1.0,
|
||||
"default": 1.0,
|
||||
"dmx_slots": [
|
||||
8
|
||||
],
|
||||
"curve": "linear"
|
||||
}
|
||||
],
|
||||
"failure_mode": "bypass"
|
||||
}
|
||||
@@ -0,0 +1,106 @@
|
||||
// HMS MediaEngine – Color Adjust
|
||||
// PLAN.md §15.2 Pflichtfilter; semantisch identisch über Backends (§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;
|
||||
float param_hue;
|
||||
float param_saturation;
|
||||
float param_brightness;
|
||||
float param_contrast;
|
||||
float param_gamma;
|
||||
float param_temperature;
|
||||
float param_mode;
|
||||
float param_mix;
|
||||
float _pad0;
|
||||
float _pad1;
|
||||
};
|
||||
|
||||
|
||||
float3 hms_rgb2hsv(float3 c)
|
||||
{
|
||||
float3 hsv = float3(0.0);
|
||||
float mx = max(c.r, max(c.g, c.b));
|
||||
float mn = min(c.r, min(c.g, c.b));
|
||||
float d = mx - mn;
|
||||
hsv.z = mx;
|
||||
if (mx > 0.0001)
|
||||
{
|
||||
hsv.y = d / mx;
|
||||
}
|
||||
if (d > 0.0001)
|
||||
{
|
||||
if (mx == c.r) { hsv.x = fmod((c.g - c.b) / d, 6.0); }
|
||||
else if (mx == c.g) { hsv.x = (c.b - c.r) / d + 2.0; }
|
||||
else { hsv.x = (c.r - c.g) / d + 4.0; }
|
||||
hsv.x = hsv.x / 6.0;
|
||||
if (hsv.x < 0.0) { hsv.x += 1.0; }
|
||||
}
|
||||
return hsv;
|
||||
}
|
||||
|
||||
float3 hms_hsv2rgb(float3 c)
|
||||
{
|
||||
float h = frac(c.x) * 6.0;
|
||||
float s = clamp(c.y, 0.0, 1.0);
|
||||
float v = clamp(c.z, 0.0, 1.0);
|
||||
float i = floor(h);
|
||||
float f = h - i;
|
||||
float p = v * (1.0 - s);
|
||||
float q = v * (1.0 - s * f);
|
||||
float t = v * (1.0 - s * (1.0 - f));
|
||||
float3 out;
|
||||
if (i < 1.0) { out = float3(v, t, p); }
|
||||
else if (i < 2.0) { out = float3(q, v, p); }
|
||||
else if (i < 3.0) { out = float3(p, v, t); }
|
||||
else if (i < 4.0) { out = float3(p, q, v); }
|
||||
else if (i < 5.0) { out = float3(t, p, v); }
|
||||
else { out = float3(v, p, q); }
|
||||
return out;
|
||||
}
|
||||
|
||||
float4 mainPS(float4 pos : SV_POSITION, float2 uv : TEXCOORD0) : SV_Target
|
||||
{
|
||||
float4 src = u_input_texture.Sample(u_sampler, uv);
|
||||
float m = saturate(param_mix);
|
||||
if (m < 0.001)
|
||||
{
|
||||
return src * u_layer_opacity;
|
||||
}
|
||||
|
||||
float3 rgb = src.rgb;
|
||||
rgb.r = rgb.r + param_temperature * 0.1;
|
||||
rgb.b = rgb.b - param_temperature * 0.1;
|
||||
rgb = (rgb - 0.5) * (1.0 + param_contrast) + 0.5;
|
||||
rgb = rgb + param_brightness;
|
||||
rgb = pow(max(rgb, 0.0), 1.0 / max(param_gamma, 0.001));
|
||||
float3 hsv = hms_rgb2hsv(rgb);
|
||||
hsv.x = frac(hsv.x + param_hue / 360.0);
|
||||
hsv.y = clamp(hsv.y + param_saturation, 0.0, 1.0);
|
||||
rgb = hms_hsv2rgb(hsv);
|
||||
if (param_mode > 0.5 && param_mode < 1.5)
|
||||
{
|
||||
float l = dot(rgb, float3(0.299, 0.587, 0.114));
|
||||
rgb = float3(l, l, l);
|
||||
}
|
||||
else if (param_mode > 1.5)
|
||||
{
|
||||
rgb = 1.0 - rgb;
|
||||
}
|
||||
float4 result = float4(rgb.r, rgb.g, rgb.b, src.a);
|
||||
result = lerp(src, result, m);
|
||||
return result * u_layer_opacity;
|
||||
}
|
||||
@@ -0,0 +1,105 @@
|
||||
#version 330 core
|
||||
// HMS MediaEngine – Color Adjust
|
||||
// PLAN.md §15.2 Pflichtfilter; GLSL (Linux x64), semantisch identisch zu HLSL (§12.6)
|
||||
|
||||
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_hue;
|
||||
uniform float param_saturation;
|
||||
uniform float param_brightness;
|
||||
uniform float param_contrast;
|
||||
uniform float param_gamma;
|
||||
uniform float param_temperature;
|
||||
uniform float param_mode;
|
||||
uniform float param_mix;
|
||||
|
||||
in vec2 v_uv;
|
||||
out vec4 fragColor;
|
||||
|
||||
|
||||
vec3 hms_rgb2hsv(vec3 c)
|
||||
{
|
||||
vec3 hsv = vec3(0.0);
|
||||
float mx = max(c.r, max(c.g, c.b));
|
||||
float mn = min(c.r, min(c.g, c.b));
|
||||
float d = mx - mn;
|
||||
hsv.z = mx;
|
||||
if (mx > 0.0001)
|
||||
{
|
||||
hsv.y = d / mx;
|
||||
}
|
||||
if (d > 0.0001)
|
||||
{
|
||||
if (mx == c.r) { hsv.x = mod((c.g - c.b) / d, 6.0); }
|
||||
else if (mx == c.g) { hsv.x = (c.b - c.r) / d + 2.0; }
|
||||
else { hsv.x = (c.r - c.g) / d + 4.0; }
|
||||
hsv.x = hsv.x / 6.0;
|
||||
if (hsv.x < 0.0) { hsv.x += 1.0; }
|
||||
}
|
||||
return hsv;
|
||||
}
|
||||
|
||||
vec3 hms_hsv2rgb(vec3 c)
|
||||
{
|
||||
float h = fract(c.x) * 6.0;
|
||||
float s = clamp(c.y, 0.0, 1.0);
|
||||
float v = clamp(c.z, 0.0, 1.0);
|
||||
float i = floor(h);
|
||||
float f = h - i;
|
||||
float p = v * (1.0 - s);
|
||||
float q = v * (1.0 - s * f);
|
||||
float t = v * (1.0 - s * (1.0 - f));
|
||||
vec3 out;
|
||||
if (i < 1.0) { out = vec3(v, t, p); }
|
||||
else if (i < 2.0) { out = vec3(q, v, p); }
|
||||
else if (i < 3.0) { out = vec3(p, v, t); }
|
||||
else if (i < 4.0) { out = vec3(p, q, v); }
|
||||
else if (i < 5.0) { out = vec3(t, p, v); }
|
||||
else { out = vec3(v, p, q); }
|
||||
return out;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 uv = v_uv;
|
||||
vec4 src = texture(u_input_texture, uv);
|
||||
float m = clamp(param_mix, 0.0, 1.0);
|
||||
if (m < 0.001)
|
||||
{
|
||||
gl_FragColor = src * u_layer_opacity;
|
||||
return;
|
||||
}
|
||||
|
||||
vec3 rgb = src.rgb;
|
||||
rgb.r = rgb.r + param_temperature * 0.1;
|
||||
rgb.b = rgb.b - param_temperature * 0.1;
|
||||
rgb = (rgb - 0.5) * (1.0 + param_contrast) + 0.5;
|
||||
rgb = rgb + param_brightness;
|
||||
rgb = pow(max(rgb, 0.0), 1.0 / max(param_gamma, 0.001));
|
||||
vec3 hsv = hms_rgb2hsv(rgb);
|
||||
hsv.x = fract(hsv.x + param_hue / 360.0);
|
||||
hsv.y = clamp(hsv.y + param_saturation, 0.0, 1.0);
|
||||
rgb = hms_hsv2rgb(hsv);
|
||||
if (param_mode > 0.5 && param_mode < 1.5)
|
||||
{
|
||||
float l = dot(rgb, vec3(0.299, 0.587, 0.114));
|
||||
rgb = vec3(l, l, l);
|
||||
}
|
||||
else if (param_mode > 1.5)
|
||||
{
|
||||
rgb = 1.0 - rgb;
|
||||
}
|
||||
vec4 result = vec4(rgb.r, rgb.g, rgb.b, src.a);
|
||||
result = mix(src, result, m);
|
||||
gl_FragColor = result * u_layer_opacity;
|
||||
}
|
||||
@@ -0,0 +1,105 @@
|
||||
#version 100
|
||||
// HMS MediaEngine – Color Adjust
|
||||
// PLAN.md §15.2 Pflichtfilter; GLES (Raspberry Pi), ES 2.0
|
||||
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 float param_hue;
|
||||
uniform float param_saturation;
|
||||
uniform float param_brightness;
|
||||
uniform float param_contrast;
|
||||
uniform float param_gamma;
|
||||
uniform float param_temperature;
|
||||
uniform float param_mode;
|
||||
uniform float param_mix;
|
||||
|
||||
varying vec2 v_uv;
|
||||
|
||||
|
||||
vec3 hms_rgb2hsv(vec3 c)
|
||||
{
|
||||
vec3 hsv = vec3(0.0);
|
||||
float mx = max(c.r, max(c.g, c.b));
|
||||
float mn = min(c.r, min(c.g, c.b));
|
||||
float d = mx - mn;
|
||||
hsv.z = mx;
|
||||
if (mx > 0.0001)
|
||||
{
|
||||
hsv.y = d / mx;
|
||||
}
|
||||
if (d > 0.0001)
|
||||
{
|
||||
if (mx == c.r) { hsv.x = mod((c.g - c.b) / d, 6.0); }
|
||||
else if (mx == c.g) { hsv.x = (c.b - c.r) / d + 2.0; }
|
||||
else { hsv.x = (c.r - c.g) / d + 4.0; }
|
||||
hsv.x = hsv.x / 6.0;
|
||||
if (hsv.x < 0.0) { hsv.x += 1.0; }
|
||||
}
|
||||
return hsv;
|
||||
}
|
||||
|
||||
vec3 hms_hsv2rgb(vec3 c)
|
||||
{
|
||||
float h = fract(c.x) * 6.0;
|
||||
float s = clamp(c.y, 0.0, 1.0);
|
||||
float v = clamp(c.z, 0.0, 1.0);
|
||||
float i = floor(h);
|
||||
float f = h - i;
|
||||
float p = v * (1.0 - s);
|
||||
float q = v * (1.0 - s * f);
|
||||
float t = v * (1.0 - s * (1.0 - f));
|
||||
vec3 out;
|
||||
if (i < 1.0) { out = vec3(v, t, p); }
|
||||
else if (i < 2.0) { out = vec3(q, v, p); }
|
||||
else if (i < 3.0) { out = vec3(p, v, t); }
|
||||
else if (i < 4.0) { out = vec3(p, q, v); }
|
||||
else if (i < 5.0) { out = vec3(t, p, v); }
|
||||
else { out = vec3(v, p, q); }
|
||||
return out;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 uv = v_uv;
|
||||
vec4 src = texture2D(u_input_texture, uv);
|
||||
float m = clamp(param_mix, 0.0, 1.0);
|
||||
if (m < 0.001)
|
||||
{
|
||||
gl_FragColor = src * u_layer_opacity;
|
||||
return;
|
||||
}
|
||||
|
||||
vec3 rgb = src.rgb;
|
||||
rgb.r = rgb.r + param_temperature * 0.1;
|
||||
rgb.b = rgb.b - param_temperature * 0.1;
|
||||
rgb = (rgb - 0.5) * (1.0 + param_contrast) + 0.5;
|
||||
rgb = rgb + param_brightness;
|
||||
rgb = pow(max(rgb, 0.0), 1.0 / max(param_gamma, 0.001));
|
||||
vec3 hsv = hms_rgb2hsv(rgb);
|
||||
hsv.x = fract(hsv.x + param_hue / 360.0);
|
||||
hsv.y = clamp(hsv.y + param_saturation, 0.0, 1.0);
|
||||
rgb = hms_hsv2rgb(hsv);
|
||||
if (param_mode > 0.5 && param_mode < 1.5)
|
||||
{
|
||||
float l = dot(rgb, vec3(0.299, 0.587, 0.114));
|
||||
rgb = vec3(l, l, l);
|
||||
}
|
||||
else if (param_mode > 1.5)
|
||||
{
|
||||
rgb = 1.0 - rgb;
|
||||
}
|
||||
vec4 result = vec4(rgb.r, rgb.g, rgb.b, src.a);
|
||||
result = mix(src, result, m);
|
||||
gl_FragColor = result * u_layer_opacity;
|
||||
}
|
||||
@@ -0,0 +1,166 @@
|
||||
{
|
||||
"schema_version": 1,
|
||||
"id": "com.hms.fx.edge_emboss",
|
||||
"name": "Edge Emboss",
|
||||
"version": "1.0.0",
|
||||
"api_version": 1,
|
||||
"kind": "filter",
|
||||
"vendor": "HMS",
|
||||
"entrypoints": {
|
||||
"d3d11": {
|
||||
"type": "hlsl",
|
||||
"passes": [
|
||||
{
|
||||
"pixel_shader": "shaders/d3d11/main.hlsl"
|
||||
}
|
||||
]
|
||||
},
|
||||
"gl": {
|
||||
"type": "glsl",
|
||||
"passes": [
|
||||
{
|
||||
"fragment": "shaders/gl/main.frag"
|
||||
}
|
||||
]
|
||||
},
|
||||
"gles": {
|
||||
"type": "glsl_es",
|
||||
"passes": [
|
||||
{
|
||||
"fragment": "shaders/gles/main.frag"
|
||||
}
|
||||
]
|
||||
}
|
||||
},
|
||||
"capabilities": {
|
||||
"minimum_tier": "PI_LITE",
|
||||
"requires_input_texture": true,
|
||||
"supported_backends": [
|
||||
"d3d11",
|
||||
"gl",
|
||||
"gles"
|
||||
]
|
||||
},
|
||||
"parameters": [
|
||||
{
|
||||
"id": "mode",
|
||||
"label": "Mode",
|
||||
"type": "enum",
|
||||
"values": [
|
||||
"sobel",
|
||||
"outline",
|
||||
"emboss"
|
||||
],
|
||||
"default": "sobel",
|
||||
"dmx_slots": [
|
||||
1
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "strength",
|
||||
"label": "Strength",
|
||||
"type": "float",
|
||||
"minimum": 0,
|
||||
"maximum": 4,
|
||||
"default": 1,
|
||||
"dmx_slots": [
|
||||
2
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "radius",
|
||||
"label": "Radius",
|
||||
"type": "float",
|
||||
"minimum": 0,
|
||||
"maximum": 10,
|
||||
"default": 1,
|
||||
"dmx_slots": [
|
||||
3
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "threshold",
|
||||
"label": "Threshold",
|
||||
"type": "float",
|
||||
"minimum": 0,
|
||||
"maximum": 1,
|
||||
"default": 0.1,
|
||||
"dmx_slots": [
|
||||
4
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "direction",
|
||||
"label": "Direction",
|
||||
"type": "float",
|
||||
"minimum": 0,
|
||||
"maximum": 360,
|
||||
"default": 0,
|
||||
"dmx_slots": [
|
||||
5
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "color",
|
||||
"label": "Color",
|
||||
"type": "color",
|
||||
"default": [
|
||||
1,
|
||||
1,
|
||||
1
|
||||
],
|
||||
"dmx_slots": [
|
||||
6
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "background",
|
||||
"label": "Background",
|
||||
"type": "color",
|
||||
"default": [
|
||||
0,
|
||||
0,
|
||||
0
|
||||
],
|
||||
"dmx_slots": [
|
||||
7
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "mix",
|
||||
"label": "Mix",
|
||||
"type": "float",
|
||||
"minimum": 0,
|
||||
"maximum": 1,
|
||||
"default": 1,
|
||||
"dmx_slots": [
|
||||
8
|
||||
]
|
||||
}
|
||||
],
|
||||
"failure_mode": "bypass",
|
||||
"adaptive_quality": {
|
||||
"default": "auto",
|
||||
"variants": [
|
||||
{
|
||||
"id": "low",
|
||||
"internal_scale": 1.0,
|
||||
"samples": 1
|
||||
},
|
||||
{
|
||||
"id": "medium",
|
||||
"internal_scale": 1.0,
|
||||
"samples": 1
|
||||
},
|
||||
{
|
||||
"id": "high",
|
||||
"internal_scale": 1.0,
|
||||
"samples": 1
|
||||
}
|
||||
],
|
||||
"transition_ms": 180,
|
||||
"semantic_parameters_unchanged": [
|
||||
"mix"
|
||||
]
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,98 @@
|
||||
// HMS MediaEngine - Edge Emboss (PLAN.md §15.2)
|
||||
// Edge Detect (sobel), Outline und Emboss; ein GPU-Pass.
|
||||
|
||||
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;
|
||||
float param_mode; // 0 = sobel, 1 = outline, 2 = emboss
|
||||
float param_strength;
|
||||
float param_radius;
|
||||
float param_threshold;
|
||||
float param_direction;
|
||||
float param_color_r;
|
||||
float param_color_g;
|
||||
float param_color_b;
|
||||
float param_background_r;
|
||||
float param_background_g;
|
||||
float param_background_b;
|
||||
float param_mix;
|
||||
float _pad0;
|
||||
float _pad1;
|
||||
float _pad2;
|
||||
float _pad3;
|
||||
};
|
||||
|
||||
float4 mainPS(float4 pos : SV_POSITION, float2 uv : TEXCOORD0) : SV_Target
|
||||
{
|
||||
float4 src = u_input_texture.Sample(u_sampler, uv);
|
||||
float m = saturate(param_mix);
|
||||
if (m < 0.01)
|
||||
{
|
||||
return src; // Mix 0 = kostenloser Bypass (§15.3)
|
||||
}
|
||||
|
||||
float2 texel = float2(1.0, 1.0) / u_resolution.xy;
|
||||
float r = max(param_radius, 0.0);
|
||||
float2 o = texel * r;
|
||||
|
||||
float4 tl = u_input_texture.Sample(u_sampler, uv - o);
|
||||
float4 tr = u_input_texture.Sample(u_sampler, uv + float2(o.x, -o.y));
|
||||
float4 bl = u_input_texture.Sample(u_sampler, uv + float2(-o.x, o.y));
|
||||
float4 br = u_input_texture.Sample(u_sampler, uv + o);
|
||||
float4 l = u_input_texture.Sample(u_sampler, uv + float2(-o.x, 0.0));
|
||||
float4 rr = u_input_texture.Sample(u_sampler, uv + float2(o.x, 0.0));
|
||||
float4 t = u_input_texture.Sample(u_sampler, uv + float2(0.0, -o.y));
|
||||
float4 b = u_input_texture.Sample(u_sampler, uv + float2(0.0, o.y));
|
||||
|
||||
float ltl = dot(tl.rgb, float3(0.2126, 0.7152, 0.0722));
|
||||
float ltr = dot(tr.rgb, float3(0.2126, 0.7152, 0.0722));
|
||||
float lbl = dot(bl.rgb, float3(0.2126, 0.7152, 0.0722));
|
||||
float lbr = dot(br.rgb, float3(0.2126, 0.7152, 0.0722));
|
||||
float ll = dot(l.rgb, float3(0.2126, 0.7152, 0.0722));
|
||||
float lr = dot(rr.rgb, float3(0.2126, 0.7152, 0.0722));
|
||||
float lt = dot(t.rgb, float3(0.2126, 0.7152, 0.0722));
|
||||
float lb = dot(b.rgb, float3(0.2126, 0.7152, 0.0722));
|
||||
|
||||
float gx = (ltr + 2.0 * lr + lbr) - (ltl + 2.0 * ll + lbl);
|
||||
float gy = (lbl + 2.0 * lb + lbr) - (ltl + 2.0 * lt + ltr);
|
||||
float mag = sqrt(gx * gx + gy * gy);
|
||||
|
||||
float3 edge;
|
||||
if (param_mode < 0.5) // sobel
|
||||
{
|
||||
float e = smoothstep(param_threshold, param_threshold + 0.1, mag) * param_strength;
|
||||
edge = float3(param_color_r, param_color_g, param_color_b) * e
|
||||
+ float3(param_background_r, param_background_g, param_background_b) * (1.0 - e);
|
||||
}
|
||||
else if (param_mode < 1.5) // outline
|
||||
{
|
||||
float e = smoothstep(param_threshold, param_threshold + 0.1, mag) * param_strength;
|
||||
edge = lerp(src.rgb, float3(param_color_r, param_color_g, param_color_b), e);
|
||||
}
|
||||
else // emboss
|
||||
{
|
||||
float a = radians(param_direction);
|
||||
float2 d = float2(cos(a), sin(a));
|
||||
float e = dot(float2(gx, gy), d) * param_strength;
|
||||
edge = src.rgb + e * float3(param_color_r, param_color_g, param_color_b);
|
||||
}
|
||||
|
||||
float3 rgb = lerp(src.rgb, edge, m);
|
||||
float4 out_c = float4(rgb, src.a);
|
||||
out_c.rgb *= u_layer_opacity;
|
||||
out_c.a *= u_layer_opacity;
|
||||
return out_c;
|
||||
}
|
||||
@@ -0,0 +1,94 @@
|
||||
#version 330 core
|
||||
// HMS MediaEngine - Edge Emboss (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_mode;
|
||||
uniform float param_strength;
|
||||
uniform float param_radius;
|
||||
uniform float param_threshold;
|
||||
uniform float param_direction;
|
||||
uniform float param_color_r;
|
||||
uniform float param_color_g;
|
||||
uniform float param_color_b;
|
||||
uniform float param_background_r;
|
||||
uniform float param_background_g;
|
||||
uniform float param_background_b;
|
||||
uniform float param_mix;
|
||||
|
||||
in vec2 v_uv;
|
||||
out vec4 fragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 src = texture(u_input_texture, v_uv);
|
||||
float m = clamp(param_mix, 0.0, 1.0);
|
||||
if (m < 0.01)
|
||||
{
|
||||
fragColor = src;
|
||||
return;
|
||||
}
|
||||
|
||||
vec2 texel = vec2(1.0, 1.0) / u_resolution;
|
||||
float r = max(param_radius, 0.0);
|
||||
vec2 o = texel * r;
|
||||
|
||||
vec4 tl = texture(u_input_texture, v_uv - o);
|
||||
vec4 tr = texture(u_input_texture, v_uv + vec2(o.x, -o.y));
|
||||
vec4 bl = texture(u_input_texture, v_uv + vec2(-o.x, o.y));
|
||||
vec4 br = texture(u_input_texture, v_uv + o);
|
||||
vec4 l = texture(u_input_texture, v_uv + vec2(-o.x, 0.0));
|
||||
vec4 rr = texture(u_input_texture, v_uv + vec2(o.x, 0.0));
|
||||
vec4 t = texture(u_input_texture, v_uv + vec2(0.0, -o.y));
|
||||
vec4 b = texture(u_input_texture, v_uv + vec2(0.0, o.y));
|
||||
|
||||
float ltl = dot(tl.rgb, vec3(0.2126, 0.7152, 0.0722));
|
||||
float ltr = dot(tr.rgb, vec3(0.2126, 0.7152, 0.0722));
|
||||
float lbl = dot(bl.rgb, vec3(0.2126, 0.7152, 0.0722));
|
||||
float lbr = dot(br.rgb, vec3(0.2126, 0.7152, 0.0722));
|
||||
float ll = dot(l.rgb, vec3(0.2126, 0.7152, 0.0722));
|
||||
float lr = dot(rr.rgb, vec3(0.2126, 0.7152, 0.0722));
|
||||
float lt = dot(t.rgb, vec3(0.2126, 0.7152, 0.0722));
|
||||
float lb = dot(b.rgb, vec3(0.2126, 0.7152, 0.0722));
|
||||
|
||||
float gx = (ltr + 2.0 * lr + lbr) - (ltl + 2.0 * ll + lbl);
|
||||
float gy = (lbl + 2.0 * lb + lbr) - (ltl + 2.0 * lt + ltr);
|
||||
float mag = sqrt(gx * gx + gy * gy);
|
||||
|
||||
vec3 edge;
|
||||
if (param_mode < 0.5) // sobel
|
||||
{
|
||||
float e = smoothstep(param_threshold, param_threshold + 0.1, mag) * param_strength;
|
||||
edge = vec3(param_color_r, param_color_g, param_color_b) * e
|
||||
+ vec3(param_background_r, param_background_g, param_background_b) * (1.0 - e);
|
||||
}
|
||||
else if (param_mode < 1.5) // outline
|
||||
{
|
||||
float e = smoothstep(param_threshold, param_threshold + 0.1, mag) * param_strength;
|
||||
edge = mix(src.rgb, vec3(param_color_r, param_color_g, param_color_b), e);
|
||||
}
|
||||
else // emboss
|
||||
{
|
||||
float a = radians(param_direction);
|
||||
vec2 d = vec2(cos(a), sin(a));
|
||||
float e = dot(vec2(gx, gy), d) * param_strength;
|
||||
edge = src.rgb + e * vec3(param_color_r, param_color_g, param_color_b);
|
||||
}
|
||||
|
||||
vec3 rgb = mix(src.rgb, edge, m);
|
||||
vec4 out_c = vec4(rgb, src.a);
|
||||
out_c.rgb *= u_layer_opacity;
|
||||
out_c.a *= u_layer_opacity;
|
||||
fragColor = out_c;
|
||||
}
|
||||
@@ -0,0 +1,94 @@
|
||||
#version 100
|
||||
// HMS MediaEngine - Edge Emboss (GLES, Raspberry Pi)
|
||||
// ES 2.0; ein GPU-Pass.
|
||||
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 float param_mode;
|
||||
uniform float param_strength;
|
||||
uniform float param_radius;
|
||||
uniform float param_threshold;
|
||||
uniform float param_direction;
|
||||
uniform float param_color_r;
|
||||
uniform float param_color_g;
|
||||
uniform float param_color_b;
|
||||
uniform float param_background_r;
|
||||
uniform float param_background_g;
|
||||
uniform float param_background_b;
|
||||
uniform float param_mix;
|
||||
|
||||
varying vec2 v_uv;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 src = texture2D(u_input_texture, v_uv);
|
||||
float m = clamp(param_mix, 0.0, 1.0);
|
||||
if (m < 0.01)
|
||||
{
|
||||
gl_FragColor = src;
|
||||
return;
|
||||
}
|
||||
|
||||
vec2 texel = vec2(1.0, 1.0) / u_resolution;
|
||||
float r = max(param_radius, 0.0);
|
||||
vec2 o = texel * r;
|
||||
|
||||
vec4 tl = texture2D(u_input_texture, v_uv - o);
|
||||
vec4 tr = texture2D(u_input_texture, v_uv + vec2(o.x, -o.y));
|
||||
vec4 bl = texture2D(u_input_texture, v_uv + vec2(-o.x, o.y));
|
||||
vec4 br = texture2D(u_input_texture, v_uv + o);
|
||||
vec4 l = texture2D(u_input_texture, v_uv + vec2(-o.x, 0.0));
|
||||
vec4 rr = texture2D(u_input_texture, v_uv + vec2(o.x, 0.0));
|
||||
vec4 t = texture2D(u_input_texture, v_uv + vec2(0.0, -o.y));
|
||||
vec4 b = texture2D(u_input_texture, v_uv + vec2(0.0, o.y));
|
||||
|
||||
float ltl = dot(tl.rgb, vec3(0.2126, 0.7152, 0.0722));
|
||||
float ltr = dot(tr.rgb, vec3(0.2126, 0.7152, 0.0722));
|
||||
float lbl = dot(bl.rgb, vec3(0.2126, 0.7152, 0.0722));
|
||||
float lbr = dot(br.rgb, vec3(0.2126, 0.7152, 0.0722));
|
||||
float ll = dot(l.rgb, vec3(0.2126, 0.7152, 0.0722));
|
||||
float lr = dot(rr.rgb, vec3(0.2126, 0.7152, 0.0722));
|
||||
float lt = dot(t.rgb, vec3(0.2126, 0.7152, 0.0722));
|
||||
float lb = dot(b.rgb, vec3(0.2126, 0.7152, 0.0722));
|
||||
|
||||
float gx = (ltr + 2.0 * lr + lbr) - (ltl + 2.0 * ll + lbl);
|
||||
float gy = (lbl + 2.0 * lb + lbr) - (ltl + 2.0 * lt + ltr);
|
||||
float mag = sqrt(gx * gx + gy * gy);
|
||||
|
||||
vec3 edge;
|
||||
if (param_mode < 0.5) // sobel
|
||||
{
|
||||
float e = smoothstep(param_threshold, param_threshold + 0.1, mag) * param_strength;
|
||||
edge = vec3(param_color_r, param_color_g, param_color_b) * e
|
||||
+ vec3(param_background_r, param_background_g, param_background_b) * (1.0 - e);
|
||||
}
|
||||
else if (param_mode < 1.5) // outline
|
||||
{
|
||||
float e = smoothstep(param_threshold, param_threshold + 0.1, mag) * param_strength;
|
||||
edge = mix(src.rgb, vec3(param_color_r, param_color_g, param_color_b), e);
|
||||
}
|
||||
else // emboss
|
||||
{
|
||||
float a = radians(param_direction);
|
||||
vec2 d = vec2(cos(a), sin(a));
|
||||
float e = dot(vec2(gx, gy), d) * param_strength;
|
||||
edge = src.rgb + e * vec3(param_color_r, param_color_g, param_color_b);
|
||||
}
|
||||
|
||||
vec3 rgb = mix(src.rgb, edge, m);
|
||||
vec4 out_c = vec4(rgb, src.a);
|
||||
out_c.rgb *= u_layer_opacity;
|
||||
out_c.a *= u_layer_opacity;
|
||||
gl_FragColor = out_c;
|
||||
}
|
||||
@@ -0,0 +1,23 @@
|
||||
# Feedback Trails
|
||||
|
||||
Feedback, Echo und Bewegungsspuren (PLAN.md §15.2). Ein GPU-Pass.
|
||||
|
||||
## Parameter
|
||||
- **Decay**: Rückkopplungsabfall (0..1).
|
||||
- **Zoom / Rotation / Offset X/Y**: Transform des Feedback-Puffers.
|
||||
- **Hue Shift**: Farbverschiebung des Feedback-Anteils.
|
||||
- **Blend Mode**: `add`, `screen`, `normal`.
|
||||
- **Clear**: Trigger (0/1).
|
||||
|
||||
## Double-Buffer & Clear-Trigger
|
||||
Der Shader deklariert einen eigenen Double-Buffer: `u_feedback_texture` hält das
|
||||
vorherige Frame-Ergebnis (Rückgriff via `param_decay`). Die interne Auflösung ist
|
||||
adaptiv (`u_quality_scale`).
|
||||
|
||||
**Clear-Trigger:** `param_clear` ist ein flankenbasierter Trigger. Bei `1` wird der
|
||||
Feedback-Puffer auf das aktuelle Eingangssignal zurückgesetzt (kontrolliertes
|
||||
Leeren, §15.3).
|
||||
|
||||
**Leeren-Regel:** Beim Projektwechsel wird der Feedback-Puffer kontrolliert geleert
|
||||
(§15.3). Ein `Clear`-Impuls setzt den Puffer zurück; ohne Clear akkumuliert das
|
||||
Feedback über Frames hinweg.
|
||||
@@ -0,0 +1,173 @@
|
||||
{
|
||||
"schema_version": 1,
|
||||
"id": "com.hms.fx.feedback_trails",
|
||||
"name": "Feedback Trails",
|
||||
"version": "1.0.0",
|
||||
"api_version": 1,
|
||||
"kind": "filter",
|
||||
"vendor": "HMS",
|
||||
"entrypoints": {
|
||||
"d3d11": {
|
||||
"type": "hlsl",
|
||||
"passes": [
|
||||
{
|
||||
"pixel_shader": "shaders/d3d11/main.hlsl"
|
||||
}
|
||||
]
|
||||
},
|
||||
"gl": {
|
||||
"type": "glsl",
|
||||
"passes": [
|
||||
{
|
||||
"fragment": "shaders/gl/main.frag"
|
||||
}
|
||||
]
|
||||
},
|
||||
"gles": {
|
||||
"type": "glsl_es",
|
||||
"passes": [
|
||||
{
|
||||
"fragment": "shaders/gles/main.frag"
|
||||
}
|
||||
]
|
||||
}
|
||||
},
|
||||
"capabilities": {
|
||||
"minimum_tier": "DESKTOP_LITE",
|
||||
"requires_input_texture": true,
|
||||
"supported_backends": [
|
||||
"d3d11",
|
||||
"gl",
|
||||
"gles"
|
||||
]
|
||||
},
|
||||
"parameters": [
|
||||
{
|
||||
"id": "decay",
|
||||
"label": "Decay",
|
||||
"type": "float",
|
||||
"minimum": 0,
|
||||
"maximum": 1,
|
||||
"default": 0.9,
|
||||
"dmx_slots": [
|
||||
1
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "zoom",
|
||||
"label": "Zoom",
|
||||
"type": "float",
|
||||
"minimum": 0.5,
|
||||
"maximum": 2,
|
||||
"default": 1,
|
||||
"dmx_slots": [
|
||||
2
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "rotation",
|
||||
"label": "Rotation",
|
||||
"type": "float",
|
||||
"minimum": -180,
|
||||
"maximum": 180,
|
||||
"default": 0,
|
||||
"dmx_slots": [
|
||||
3
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "offset_x",
|
||||
"label": "Offset X",
|
||||
"type": "float",
|
||||
"minimum": -1,
|
||||
"maximum": 1,
|
||||
"default": 0,
|
||||
"dmx_slots": [
|
||||
4
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "offset_y",
|
||||
"label": "Offset Y",
|
||||
"type": "float",
|
||||
"minimum": -1,
|
||||
"maximum": 1,
|
||||
"default": 0,
|
||||
"dmx_slots": [
|
||||
5
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "hue_shift",
|
||||
"label": "Hue Shift",
|
||||
"type": "float",
|
||||
"minimum": 0,
|
||||
"maximum": 360,
|
||||
"default": 0,
|
||||
"dmx_slots": [
|
||||
6
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "blend_mode",
|
||||
"label": "Blend Mode",
|
||||
"type": "enum",
|
||||
"values": [
|
||||
"add",
|
||||
"screen",
|
||||
"normal"
|
||||
],
|
||||
"default": "add",
|
||||
"dmx_slots": [
|
||||
7
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "clear",
|
||||
"label": "Clear",
|
||||
"type": "bool",
|
||||
"default": 0,
|
||||
"dmx_slots": [
|
||||
8
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "mix",
|
||||
"label": "Mix",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 1.0,
|
||||
"default": 1.0,
|
||||
"dmx_slots": [],
|
||||
"curve": "linear"
|
||||
}
|
||||
],
|
||||
"failure_mode": "bypass",
|
||||
"adaptive_quality": {
|
||||
"default": "auto",
|
||||
"variants": [
|
||||
{
|
||||
"id": "low",
|
||||
"internal_scale": 0.5
|
||||
},
|
||||
{
|
||||
"id": "medium",
|
||||
"internal_scale": 0.75
|
||||
},
|
||||
{
|
||||
"id": "high",
|
||||
"internal_scale": 1.0
|
||||
}
|
||||
],
|
||||
"transition_ms": 180,
|
||||
"semantic_parameters_unchanged": [
|
||||
"decay",
|
||||
"zoom",
|
||||
"rotation",
|
||||
"offset_x",
|
||||
"offset_y",
|
||||
"hue_shift",
|
||||
"blend_mode"
|
||||
]
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,86 @@
|
||||
// HMS MediaEngine - Feedback Trails (PLAN.md §15.2)
|
||||
// Feedback, Echo und Bewegungsspuren; ein GPU-Pass.
|
||||
// Eigener Double-Buffer: u_feedback_texture hält das vorherige Frame-Ergebnis
|
||||
// (Rückgriff via param_decay). Clear (param_clear) ist ein flankenbasierter
|
||||
// Trigger: bei 1 wird der Feedback-Puffer auf das aktuelle Eingangssignal
|
||||
// zurückgesetzt (kontrolliertes Leeren, §15.3).
|
||||
// Interne Auflösung adaptiv (u_quality_scale).
|
||||
|
||||
Texture2D u_input_texture : register(t0);
|
||||
Texture2D u_feedback_texture : register(t1);
|
||||
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;
|
||||
float param_decay;
|
||||
float param_zoom;
|
||||
float param_rotation;
|
||||
float param_offset_x;
|
||||
float param_offset_y;
|
||||
float param_hue_shift;
|
||||
float param_blend_mode; // 0 = add, 1 = screen, 2 = normal
|
||||
float param_clear; // Trigger 0/1
|
||||
float u_quality_scale; // interne Auflösung (0.5 | 0.75 | 1.0)
|
||||
float _pad0;
|
||||
float _pad1;
|
||||
float _pad2;
|
||||
float _pad3;
|
||||
};
|
||||
|
||||
float3 hue_shift(float3 c, float amount)
|
||||
{
|
||||
float3 k = float3(0.57735, 0.57735, 0.57735);
|
||||
float cosA = cos(amount);
|
||||
return c * cosA + cross(k, c) * sin(amount) + k * dot(k, c) * (1.0 - cosA);
|
||||
}
|
||||
|
||||
float4 mainPS(float4 pos : SV_POSITION, float2 uv : TEXCOORD0) : SV_Target
|
||||
{
|
||||
float4 src = u_input_texture.Sample(u_sampler, uv);
|
||||
|
||||
// Clear-Trigger: Puffer auf Eingang zurücksetzen (kontrolliertes Leeren)
|
||||
if (param_clear > 0.5)
|
||||
{
|
||||
float4 out_c = src;
|
||||
out_c.rgb *= u_layer_opacity;
|
||||
out_c.a *= u_layer_opacity;
|
||||
return out_c;
|
||||
}
|
||||
|
||||
// Feedback-Transform: Zoom + Rotation + Offset um Bildmitte
|
||||
float2 c = float2(0.5, 0.5);
|
||||
float2 p = uv - c;
|
||||
float a = radians(param_rotation);
|
||||
float2x2 rot = float2x2(cos(a), -sin(a), sin(a), cos(a));
|
||||
p = mul(rot, p) / max(param_zoom, 0.0001);
|
||||
p += float2(param_offset_x, param_offset_y) * 0.1;
|
||||
float2 fb_uv = p + c;
|
||||
|
||||
float4 fb = u_feedback_texture.Sample(u_sampler, fb_uv);
|
||||
fb.rgb = hue_shift(fb.rgb, radians(param_hue_shift));
|
||||
float decay = clamp(param_decay, 0.0, 1.0);
|
||||
|
||||
float4 acc;
|
||||
if (param_blend_mode < 0.5) // add
|
||||
acc = src + fb * decay;
|
||||
else if (param_blend_mode < 1.5) // screen
|
||||
acc = 1.0 - (1.0 - src) * (1.0 - fb * decay);
|
||||
else // normal
|
||||
acc = src + fb * decay * (1.0 - src.a);
|
||||
|
||||
float4 out_c = float4(acc.rgb, max(src.a, fb.a));
|
||||
out_c.rgb *= u_layer_opacity;
|
||||
out_c.a *= u_layer_opacity;
|
||||
return out_c;
|
||||
}
|
||||
@@ -0,0 +1,76 @@
|
||||
#version 330 core
|
||||
// HMS MediaEngine - Feedback Trails (GLSL, Linux x64)
|
||||
// Semantik identisch zur HLSL-Variante (§12.6, §15.4).
|
||||
|
||||
uniform sampler2D u_input_texture;
|
||||
uniform sampler2D u_feedback_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_decay;
|
||||
uniform float param_zoom;
|
||||
uniform float param_rotation;
|
||||
uniform float param_offset_x;
|
||||
uniform float param_offset_y;
|
||||
uniform float param_hue_shift;
|
||||
uniform float param_blend_mode;
|
||||
uniform float param_clear;
|
||||
uniform float u_quality_scale;
|
||||
|
||||
in vec2 v_uv;
|
||||
out vec4 fragColor;
|
||||
|
||||
vec3 hue_shift(vec3 c, float amount)
|
||||
{
|
||||
vec3 k = vec3(0.57735, 0.57735, 0.57735);
|
||||
float cosA = cos(amount);
|
||||
return c * cosA + cross(k, c) * sin(amount) + k * dot(k, c) * (1.0 - cosA);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 src = texture(u_input_texture, v_uv);
|
||||
|
||||
if (param_clear > 0.5)
|
||||
{
|
||||
vec4 out_c = src;
|
||||
out_c.rgb *= u_layer_opacity;
|
||||
out_c.a *= u_layer_opacity;
|
||||
fragColor = out_c;
|
||||
return;
|
||||
}
|
||||
|
||||
vec2 c = vec2(0.5, 0.5);
|
||||
vec2 p = v_uv - c;
|
||||
float a = radians(param_rotation);
|
||||
float ca = cos(a);
|
||||
float sa = sin(a);
|
||||
p = vec2(ca * p.x - sa * p.y, sa * p.x + ca * p.y) / max(param_zoom, 0.0001);
|
||||
p += vec2(param_offset_x, param_offset_y) * 0.1;
|
||||
vec2 fb_uv = p + c;
|
||||
|
||||
vec4 fb = texture(u_feedback_texture, fb_uv);
|
||||
fb.rgb = hue_shift(fb.rgb, radians(param_hue_shift));
|
||||
float decay = clamp(param_decay, 0.0, 1.0);
|
||||
|
||||
vec4 acc;
|
||||
if (param_blend_mode < 0.5) // add
|
||||
acc = src + fb * decay;
|
||||
else if (param_blend_mode < 1.5) // screen
|
||||
acc = 1.0 - (1.0 - src) * (1.0 - fb * decay);
|
||||
else // normal
|
||||
acc = src + fb * decay * (1.0 - src.a);
|
||||
|
||||
vec4 out_c = vec4(acc.rgb, max(src.a, fb.a));
|
||||
out_c.rgb *= u_layer_opacity;
|
||||
out_c.a *= u_layer_opacity;
|
||||
fragColor = out_c;
|
||||
}
|
||||
@@ -0,0 +1,76 @@
|
||||
#version 100
|
||||
// HMS MediaEngine - Feedback Trails (GLES, Raspberry Pi)
|
||||
// ES 2.0; ein GPU-Pass.
|
||||
precision mediump float;
|
||||
|
||||
uniform sampler2D u_input_texture;
|
||||
uniform sampler2D u_feedback_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_decay;
|
||||
uniform float param_zoom;
|
||||
uniform float param_rotation;
|
||||
uniform float param_offset_x;
|
||||
uniform float param_offset_y;
|
||||
uniform float param_hue_shift;
|
||||
uniform float param_blend_mode;
|
||||
uniform float param_clear;
|
||||
uniform float u_quality_scale;
|
||||
|
||||
varying vec2 v_uv;
|
||||
|
||||
vec3 hue_shift(vec3 c, float amount)
|
||||
{
|
||||
vec3 k = vec3(0.57735, 0.57735, 0.57735);
|
||||
float cosA = cos(amount);
|
||||
return c * cosA + cross(k, c) * sin(amount) + k * dot(k, c) * (1.0 - cosA);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 src = texture2D(u_input_texture, v_uv);
|
||||
|
||||
if (param_clear > 0.5)
|
||||
{
|
||||
vec4 out_c = src;
|
||||
out_c.rgb *= u_layer_opacity;
|
||||
out_c.a *= u_layer_opacity;
|
||||
gl_FragColor = out_c;
|
||||
return;
|
||||
}
|
||||
|
||||
vec2 c = vec2(0.5, 0.5);
|
||||
vec2 p = v_uv - c;
|
||||
float a = radians(param_rotation);
|
||||
float ca = cos(a);
|
||||
float sa = sin(a);
|
||||
p = vec2(ca * p.x - sa * p.y, sa * p.x + ca * p.y) / max(param_zoom, 0.0001);
|
||||
p += vec2(param_offset_x, param_offset_y) * 0.1;
|
||||
vec2 fb_uv = p + c;
|
||||
|
||||
vec4 fb = texture2D(u_feedback_texture, fb_uv);
|
||||
fb.rgb = hue_shift(fb.rgb, radians(param_hue_shift));
|
||||
float decay = clamp(param_decay, 0.0, 1.0);
|
||||
|
||||
vec4 acc;
|
||||
if (param_blend_mode < 0.5) // add
|
||||
acc = src + fb * decay;
|
||||
else if (param_blend_mode < 1.5) // screen
|
||||
acc = 1.0 - (1.0 - src) * (1.0 - fb * decay);
|
||||
else // normal
|
||||
acc = src + fb * decay * (1.0 - src.a);
|
||||
|
||||
vec4 out_c = vec4(acc.rgb, max(src.a, fb.a));
|
||||
out_c.rgb *= u_layer_opacity;
|
||||
out_c.a *= u_layer_opacity;
|
||||
gl_FragColor = out_c;
|
||||
}
|
||||
@@ -0,0 +1,173 @@
|
||||
{
|
||||
"schema_version": 1,
|
||||
"id": "com.hms.fx.glow_bloom",
|
||||
"name": "Glow Bloom",
|
||||
"version": "1.0.0",
|
||||
"api_version": 1,
|
||||
"kind": "filter",
|
||||
"vendor": "HMS",
|
||||
"entrypoints": {
|
||||
"d3d11": {
|
||||
"type": "hlsl",
|
||||
"passes": [
|
||||
{
|
||||
"pixel_shader": "shaders/d3d11/main.hlsl"
|
||||
}
|
||||
]
|
||||
},
|
||||
"gl": {
|
||||
"type": "glsl",
|
||||
"passes": [
|
||||
{
|
||||
"fragment": "shaders/gl/main.frag"
|
||||
}
|
||||
]
|
||||
},
|
||||
"gles": {
|
||||
"type": "glsl_es",
|
||||
"passes": [
|
||||
{
|
||||
"fragment": "shaders/gles/main.frag"
|
||||
}
|
||||
]
|
||||
}
|
||||
},
|
||||
"capabilities": {
|
||||
"minimum_tier": "DESKTOP_LITE",
|
||||
"requires_input_texture": true,
|
||||
"supported_backends": [
|
||||
"d3d11",
|
||||
"gl",
|
||||
"gles"
|
||||
]
|
||||
},
|
||||
"adaptive_quality": {
|
||||
"default": "auto",
|
||||
"variants": [
|
||||
{
|
||||
"id": "low",
|
||||
"internal_scale": 0.25,
|
||||
"iterations": 2
|
||||
},
|
||||
{
|
||||
"id": "medium",
|
||||
"internal_scale": 0.5,
|
||||
"iterations": 4
|
||||
},
|
||||
{
|
||||
"id": "high",
|
||||
"internal_scale": 1.0,
|
||||
"iterations": 8
|
||||
}
|
||||
],
|
||||
"transition_ms": 180,
|
||||
"semantic_parameters_unchanged": [
|
||||
"threshold",
|
||||
"knee",
|
||||
"radius",
|
||||
"intensity",
|
||||
"tint",
|
||||
"composite_mode",
|
||||
"mix"
|
||||
]
|
||||
},
|
||||
"parameters": [
|
||||
{
|
||||
"id": "threshold",
|
||||
"label": "Threshold",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 1.0,
|
||||
"default": 0.5,
|
||||
"dmx_slots": [
|
||||
1
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "knee",
|
||||
"label": "Knee",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 1.0,
|
||||
"default": 0.2,
|
||||
"dmx_slots": [
|
||||
2
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "radius",
|
||||
"label": "Radius",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 40.0,
|
||||
"default": 8.0,
|
||||
"dmx_slots": [
|
||||
3
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "intensity",
|
||||
"label": "Intensity",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 4.0,
|
||||
"default": 1.0,
|
||||
"dmx_slots": [
|
||||
4
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "tint",
|
||||
"label": "Tint",
|
||||
"type": "color",
|
||||
"default": [
|
||||
1.0,
|
||||
1.0,
|
||||
1.0
|
||||
],
|
||||
"dmx_slots": [
|
||||
5
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "quality",
|
||||
"label": "Quality",
|
||||
"type": "enum",
|
||||
"values": [
|
||||
"auto",
|
||||
"low",
|
||||
"medium",
|
||||
"high"
|
||||
],
|
||||
"default": "auto",
|
||||
"dmx_slots": [
|
||||
6
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "composite_mode",
|
||||
"label": "Composite Mode",
|
||||
"type": "enum",
|
||||
"values": [
|
||||
"screen",
|
||||
"add"
|
||||
],
|
||||
"default": "screen",
|
||||
"dmx_slots": [
|
||||
7
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "mix",
|
||||
"label": "Mix",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 1.0,
|
||||
"default": 1.0,
|
||||
"dmx_slots": [
|
||||
8
|
||||
]
|
||||
}
|
||||
],
|
||||
"failure_mode": "bypass"
|
||||
}
|
||||
@@ -0,0 +1,85 @@
|
||||
// HMS MediaEngine - Glow Bloom (PLAN.md §15.2)
|
||||
// Downsample-Kaskade: Bright-Pass + progressive Blur-Kaskade (§15.2).
|
||||
// Iterationen adaptiv: low 2 / medium 4 / high 8 (u_quality_iterations).
|
||||
|
||||
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;
|
||||
float param_threshold;
|
||||
float param_knee;
|
||||
float param_radius;
|
||||
float param_intensity;
|
||||
float param_tint_r;
|
||||
float param_tint_g;
|
||||
float param_tint_b;
|
||||
float param_composite_mode; // 0 = screen, 1 = add
|
||||
float param_mix;
|
||||
float u_quality_iterations; // 2 | 4 | 8 je Variante
|
||||
float u_quality_scale; // internal_scale (0.25 | 0.5 | 1.0)
|
||||
float _pad0;
|
||||
float _pad1;
|
||||
};
|
||||
|
||||
float4 mainPS(float4 pos : SV_POSITION, float2 uv : TEXCOORD0) : SV_Target
|
||||
{
|
||||
float4 src = u_input_texture.Sample(u_sampler, uv);
|
||||
float m = saturate(param_mix);
|
||||
if (m < 0.01)
|
||||
{
|
||||
return src; // Mix 0 = kostenloser Bypass (§15.3)
|
||||
}
|
||||
|
||||
// Bright-Pass mit weichem Knee
|
||||
float lum = dot(src.rgb, float3(0.2126, 0.7152, 0.0722));
|
||||
float knee = max(param_knee, 0.0001);
|
||||
float bright = smoothstep(param_threshold, param_threshold + knee, lum);
|
||||
float3 glow = src.rgb * bright;
|
||||
|
||||
// Downsample-Kaskade: progressive Blur über u_quality_iterations
|
||||
float iterations = clamp(u_quality_iterations, 1.0, 8.0);
|
||||
float scale = max(u_quality_scale, 0.01);
|
||||
float2 texel = float2(1.0, 1.0) / (u_resolution.xy * scale);
|
||||
float3 acc = glow;
|
||||
float total = 1.0;
|
||||
[loop]
|
||||
for (float i = 0.0; i < iterations; i += 1.0)
|
||||
{
|
||||
float spread = (i + 1.0) * max(param_radius, 0.0) * 0.01;
|
||||
float2 off = texel * spread;
|
||||
float3 s = glow;
|
||||
s += u_input_texture.Sample(u_sampler, uv + off).rgb * bright;
|
||||
s += u_input_texture.Sample(u_sampler, uv - off).rgb * bright;
|
||||
s += u_input_texture.Sample(u_sampler, uv + off.yx).rgb * bright;
|
||||
s += u_input_texture.Sample(u_sampler, uv - off.yx).rgb * bright;
|
||||
acc += s;
|
||||
total += 4.0;
|
||||
}
|
||||
glow = acc / total;
|
||||
|
||||
glow *= param_intensity * float3(param_tint_r, param_tint_g, param_tint_b);
|
||||
|
||||
float3 comp;
|
||||
if (param_composite_mode > 0.5)
|
||||
comp = src.rgb + glow; // add
|
||||
else
|
||||
comp = 1.0 - (1.0 - src.rgb) * (1.0 - glow); // screen
|
||||
|
||||
float3 rgb = lerp(src.rgb, comp, m);
|
||||
float4 out_c = float4(rgb, src.a);
|
||||
out_c.rgb *= u_layer_opacity;
|
||||
out_c.a *= u_layer_opacity;
|
||||
return out_c;
|
||||
}
|
||||
@@ -0,0 +1,79 @@
|
||||
#version 330 core
|
||||
// HMS MediaEngine - Glow Bloom (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_threshold;
|
||||
uniform float param_knee;
|
||||
uniform float param_radius;
|
||||
uniform float param_intensity;
|
||||
uniform float param_tint_r;
|
||||
uniform float param_tint_g;
|
||||
uniform float param_tint_b;
|
||||
uniform float param_composite_mode;
|
||||
uniform float param_mix;
|
||||
uniform float u_quality_iterations;
|
||||
uniform float u_quality_scale;
|
||||
|
||||
in vec2 v_uv;
|
||||
out vec4 fragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 src = texture(u_input_texture, v_uv);
|
||||
float m = clamp(param_mix, 0.0, 1.0);
|
||||
if (m < 0.01)
|
||||
{
|
||||
fragColor = src;
|
||||
return;
|
||||
}
|
||||
|
||||
float lum = dot(src.rgb, vec3(0.2126, 0.7152, 0.0722));
|
||||
float knee = max(param_knee, 0.0001);
|
||||
float bright = smoothstep(param_threshold, param_threshold + knee, lum);
|
||||
vec3 glow = src.rgb * bright;
|
||||
|
||||
float iterations = clamp(u_quality_iterations, 1.0, 8.0);
|
||||
float scale = max(u_quality_scale, 0.01);
|
||||
vec2 texel = vec2(1.0, 1.0) / (u_resolution * scale);
|
||||
vec3 acc = glow;
|
||||
float total = 1.0;
|
||||
for (float i = 0.0; i < iterations; i += 1.0)
|
||||
{
|
||||
float spread = (i + 1.0) * max(param_radius, 0.0) * 0.01;
|
||||
vec2 off = texel * spread;
|
||||
vec3 s = glow;
|
||||
s += texture(u_input_texture, v_uv + off).rgb * bright;
|
||||
s += texture(u_input_texture, v_uv - off).rgb * bright;
|
||||
s += texture(u_input_texture, v_uv + off.yx).rgb * bright;
|
||||
s += texture(u_input_texture, v_uv - off.yx).rgb * bright;
|
||||
acc += s;
|
||||
total += 4.0;
|
||||
}
|
||||
glow = acc / total;
|
||||
|
||||
glow *= param_intensity * vec3(param_tint_r, param_tint_g, param_tint_b);
|
||||
|
||||
vec3 comp;
|
||||
if (param_composite_mode > 0.5)
|
||||
comp = src.rgb + glow;
|
||||
else
|
||||
comp = 1.0 - (1.0 - src.rgb) * (1.0 - glow);
|
||||
|
||||
vec3 rgb = mix(src.rgb, comp, m);
|
||||
vec4 out_c = vec4(rgb, src.a);
|
||||
out_c.rgb *= u_layer_opacity;
|
||||
out_c.a *= u_layer_opacity;
|
||||
fragColor = out_c;
|
||||
}
|
||||
@@ -0,0 +1,80 @@
|
||||
#version 100
|
||||
// HMS MediaEngine - Glow Bloom (GLES, Raspberry Pi)
|
||||
// ES 2.0: Schleifen mit konstanter Höchstgrenze (8); Abbruch über Bedingung.
|
||||
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 float param_threshold;
|
||||
uniform float param_knee;
|
||||
uniform float param_radius;
|
||||
uniform float param_intensity;
|
||||
uniform float param_tint_r;
|
||||
uniform float param_tint_g;
|
||||
uniform float param_tint_b;
|
||||
uniform float param_composite_mode;
|
||||
uniform float param_mix;
|
||||
uniform float u_quality_iterations;
|
||||
uniform float u_quality_scale;
|
||||
|
||||
varying vec2 v_uv;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 src = texture2D(u_input_texture, v_uv);
|
||||
float m = clamp(param_mix, 0.0, 1.0);
|
||||
if (m < 0.01)
|
||||
{
|
||||
gl_FragColor = src;
|
||||
return;
|
||||
}
|
||||
|
||||
float lum = dot(src.rgb, vec3(0.2126, 0.7152, 0.0722));
|
||||
float knee = max(param_knee, 0.0001);
|
||||
float bright = smoothstep(param_threshold, param_threshold + knee, lum);
|
||||
vec3 glow = src.rgb * bright;
|
||||
|
||||
float iterations = clamp(u_quality_iterations, 1.0, 8.0);
|
||||
float scale = max(u_quality_scale, 0.01);
|
||||
vec2 texel = vec2(1.0, 1.0) / (u_resolution * scale);
|
||||
vec3 acc = glow;
|
||||
float total = 1.0;
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
if (float(i) >= iterations) { break; }
|
||||
float spread = (float(i) + 1.0) * max(param_radius, 0.0) * 0.01;
|
||||
vec2 off = texel * spread;
|
||||
vec3 s = glow;
|
||||
s += texture2D(u_input_texture, v_uv + off).rgb * bright;
|
||||
s += texture2D(u_input_texture, v_uv - off).rgb * bright;
|
||||
s += texture2D(u_input_texture, v_uv + off.yx).rgb * bright;
|
||||
s += texture2D(u_input_texture, v_uv - off.yx).rgb * bright;
|
||||
acc += s;
|
||||
total += 4.0;
|
||||
}
|
||||
glow = acc / total;
|
||||
|
||||
glow *= param_intensity * vec3(param_tint_r, param_tint_g, param_tint_b);
|
||||
|
||||
vec3 comp;
|
||||
if (param_composite_mode > 0.5)
|
||||
comp = src.rgb + glow;
|
||||
else
|
||||
comp = 1.0 - (1.0 - src.rgb) * (1.0 - glow);
|
||||
|
||||
vec3 rgb = mix(src.rgb, comp, m);
|
||||
vec4 out_c = vec4(rgb, src.a);
|
||||
out_c.rgb *= u_layer_opacity;
|
||||
out_c.a *= u_layer_opacity;
|
||||
gl_FragColor = out_c;
|
||||
}
|
||||
@@ -0,0 +1,184 @@
|
||||
{
|
||||
"schema_version": 1,
|
||||
"id": "com.hms.fx.gradient_map",
|
||||
"name": "Gradient Map",
|
||||
"version": "1.0.0",
|
||||
"api_version": 1,
|
||||
"kind": "filter",
|
||||
"vendor": "HMS",
|
||||
"entrypoints": {
|
||||
"d3d11": {
|
||||
"type": "hlsl",
|
||||
"passes": [
|
||||
{
|
||||
"pixel_shader": "shaders/d3d11/pass1.hlsl"
|
||||
}
|
||||
]
|
||||
},
|
||||
"gl": {
|
||||
"type": "glsl",
|
||||
"passes": [
|
||||
{
|
||||
"fragment": "shaders/gl/pass1.frag"
|
||||
}
|
||||
]
|
||||
},
|
||||
"gles": {
|
||||
"type": "glsl_es",
|
||||
"passes": [
|
||||
{
|
||||
"fragment": "shaders/gles/pass1.frag"
|
||||
}
|
||||
]
|
||||
}
|
||||
},
|
||||
"capabilities": {
|
||||
"minimum_tier": "PI_LITE",
|
||||
"requires_input_texture": true,
|
||||
"supported_backends": [
|
||||
"d3d11",
|
||||
"gl",
|
||||
"gles"
|
||||
]
|
||||
},
|
||||
"adaptive_quality": {
|
||||
"default": "auto",
|
||||
"variants": [
|
||||
{
|
||||
"id": "low",
|
||||
"internal_scale": 1.0
|
||||
},
|
||||
{
|
||||
"id": "medium",
|
||||
"internal_scale": 1.0
|
||||
},
|
||||
{
|
||||
"id": "high",
|
||||
"internal_scale": 1.0
|
||||
}
|
||||
],
|
||||
"transition_ms": 180,
|
||||
"semantic_parameters_unchanged": [
|
||||
"color_a",
|
||||
"color_b",
|
||||
"low",
|
||||
"high"
|
||||
]
|
||||
},
|
||||
"parameters": [
|
||||
{
|
||||
"id": "color_a",
|
||||
"label": "Color A",
|
||||
"type": "color",
|
||||
"default": [
|
||||
0.0,
|
||||
0.0,
|
||||
0.0,
|
||||
1.0
|
||||
],
|
||||
"dmx_slots": [
|
||||
1
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "color_b",
|
||||
"label": "Color B",
|
||||
"type": "color",
|
||||
"default": [
|
||||
1.0,
|
||||
1.0,
|
||||
1.0,
|
||||
1.0
|
||||
],
|
||||
"dmx_slots": [
|
||||
2
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "low",
|
||||
"label": "Low",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 1.0,
|
||||
"default": 0.0,
|
||||
"dmx_slots": [
|
||||
3
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "high",
|
||||
"label": "High",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 1.0,
|
||||
"default": 1.0,
|
||||
"dmx_slots": [
|
||||
4
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "balance",
|
||||
"label": "Balance",
|
||||
"type": "float",
|
||||
"minimum": -1.0,
|
||||
"maximum": 1.0,
|
||||
"default": 0.0,
|
||||
"dmx_slots": [
|
||||
5
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "smoothness",
|
||||
"label": "Smoothness",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 1.0,
|
||||
"default": 0.5,
|
||||
"dmx_slots": [
|
||||
6
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "mode",
|
||||
"label": "Mode",
|
||||
"type": "enum",
|
||||
"values": [
|
||||
"luma",
|
||||
"value"
|
||||
],
|
||||
"default": "luma",
|
||||
"dmx_slots": [
|
||||
7
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "invert",
|
||||
"label": "Invert",
|
||||
"type": "bool",
|
||||
"default": false
|
||||
},
|
||||
{
|
||||
"id": "preserve_alpha",
|
||||
"label": "Preserve Alpha",
|
||||
"type": "bool",
|
||||
"default": true
|
||||
},
|
||||
{
|
||||
"id": "mix",
|
||||
"label": "Mix",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 1.0,
|
||||
"default": 1.0,
|
||||
"dmx_slots": [
|
||||
8
|
||||
],
|
||||
"curve": "linear"
|
||||
}
|
||||
],
|
||||
"failure_mode": "bypass"
|
||||
}
|
||||
@@ -0,0 +1,65 @@
|
||||
// HMS MediaEngine – Gradient Map
|
||||
// PLAN.md §15.2 Pflichtfilter; semantisch identisch über Backends (§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_low;
|
||||
float param_high;
|
||||
float param_balance;
|
||||
float param_smoothness;
|
||||
float param_mode;
|
||||
float param_invert;
|
||||
float param_preserve_alpha;
|
||||
float param_mix;
|
||||
float _pad0;
|
||||
float _pad1;
|
||||
};
|
||||
|
||||
float4 mainPS(float4 pos : SV_POSITION, float2 uv : TEXCOORD0) : SV_Target
|
||||
{
|
||||
float4 src = u_input_texture.Sample(u_sampler, uv);
|
||||
float m = saturate(param_mix);
|
||||
if (m < 0.001)
|
||||
{
|
||||
return src * u_layer_opacity;
|
||||
}
|
||||
|
||||
float lum;
|
||||
if (param_mode < 0.5)
|
||||
{
|
||||
lum = dot(src.rgb, float3(0.299, 0.587, 0.114));
|
||||
}
|
||||
else
|
||||
{
|
||||
lum = max(src.r, max(src.g, src.b));
|
||||
}
|
||||
if (param_invert > 0.5)
|
||||
{
|
||||
lum = 1.0 - lum;
|
||||
}
|
||||
float t = (lum - param_low) / max(param_high - param_low, 0.0001);
|
||||
t = clamp(t, 0.0, 1.0);
|
||||
t = pow(t, exp(param_balance));
|
||||
t = smoothstep(0.5 - param_smoothness * 0.5, 0.5 + param_smoothness * 0.5, t);
|
||||
float3 mapped = lerp(param_color_a.rgb, param_color_b.rgb, t);
|
||||
float a = (param_preserve_alpha > 0.5) ? src.a : 1.0;
|
||||
float4 result = float4(mapped.r, mapped.g, mapped.b, a);
|
||||
result = lerp(src, result, m);
|
||||
return result * u_layer_opacity;
|
||||
}
|
||||
@@ -0,0 +1,64 @@
|
||||
#version 330 core
|
||||
// HMS MediaEngine – Gradient Map
|
||||
// PLAN.md §15.2 Pflichtfilter; GLSL (Linux x64), semantisch identisch zu HLSL (§12.6)
|
||||
|
||||
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_low;
|
||||
uniform float param_high;
|
||||
uniform float param_balance;
|
||||
uniform float param_smoothness;
|
||||
uniform float param_mode;
|
||||
uniform float param_invert;
|
||||
uniform float param_preserve_alpha;
|
||||
uniform float param_mix;
|
||||
|
||||
in vec2 v_uv;
|
||||
out vec4 fragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 uv = v_uv;
|
||||
vec4 src = texture(u_input_texture, uv);
|
||||
float m = clamp(param_mix, 0.0, 1.0);
|
||||
if (m < 0.001)
|
||||
{
|
||||
gl_FragColor = src * u_layer_opacity;
|
||||
return;
|
||||
}
|
||||
|
||||
float lum;
|
||||
if (param_mode < 0.5)
|
||||
{
|
||||
lum = dot(src.rgb, vec3(0.299, 0.587, 0.114));
|
||||
}
|
||||
else
|
||||
{
|
||||
lum = max(src.r, max(src.g, src.b));
|
||||
}
|
||||
if (param_invert > 0.5)
|
||||
{
|
||||
lum = 1.0 - lum;
|
||||
}
|
||||
float t = (lum - param_low) / max(param_high - param_low, 0.0001);
|
||||
t = clamp(t, 0.0, 1.0);
|
||||
t = pow(t, exp(param_balance));
|
||||
t = smoothstep(0.5 - param_smoothness * 0.5, 0.5 + param_smoothness * 0.5, t);
|
||||
vec3 mapped = mix(param_color_a.rgb, param_color_b.rgb, t);
|
||||
float a = (param_preserve_alpha > 0.5) ? src.a : 1.0;
|
||||
vec4 result = vec4(mapped.r, mapped.g, mapped.b, a);
|
||||
result = mix(src, result, m);
|
||||
gl_FragColor = result * u_layer_opacity;
|
||||
}
|
||||
@@ -0,0 +1,64 @@
|
||||
#version 100
|
||||
// HMS MediaEngine – Gradient Map
|
||||
// PLAN.md §15.2 Pflichtfilter; GLES (Raspberry Pi), ES 2.0
|
||||
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_low;
|
||||
uniform float param_high;
|
||||
uniform float param_balance;
|
||||
uniform float param_smoothness;
|
||||
uniform float param_mode;
|
||||
uniform float param_invert;
|
||||
uniform float param_preserve_alpha;
|
||||
uniform float param_mix;
|
||||
|
||||
varying vec2 v_uv;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 uv = v_uv;
|
||||
vec4 src = texture2D(u_input_texture, uv);
|
||||
float m = clamp(param_mix, 0.0, 1.0);
|
||||
if (m < 0.001)
|
||||
{
|
||||
gl_FragColor = src * u_layer_opacity;
|
||||
return;
|
||||
}
|
||||
|
||||
float lum;
|
||||
if (param_mode < 0.5)
|
||||
{
|
||||
lum = dot(src.rgb, vec3(0.299, 0.587, 0.114));
|
||||
}
|
||||
else
|
||||
{
|
||||
lum = max(src.r, max(src.g, src.b));
|
||||
}
|
||||
if (param_invert > 0.5)
|
||||
{
|
||||
lum = 1.0 - lum;
|
||||
}
|
||||
float t = (lum - param_low) / max(param_high - param_low, 0.0001);
|
||||
t = clamp(t, 0.0, 1.0);
|
||||
t = pow(t, exp(param_balance));
|
||||
t = smoothstep(0.5 - param_smoothness * 0.5, 0.5 + param_smoothness * 0.5, t);
|
||||
vec3 mapped = mix(param_color_a.rgb, param_color_b.rgb, t);
|
||||
float a = (param_preserve_alpha > 0.5) ? src.a : 1.0;
|
||||
vec4 result = vec4(mapped.r, mapped.g, mapped.b, a);
|
||||
result = mix(src, result, m);
|
||||
gl_FragColor = result * u_layer_opacity;
|
||||
}
|
||||
@@ -0,0 +1,167 @@
|
||||
{
|
||||
"schema_version": 1,
|
||||
"id": "com.hms.fx.kaleidoscope",
|
||||
"name": "Kaleidoscope",
|
||||
"version": "1.0.0",
|
||||
"api_version": 1,
|
||||
"kind": "filter",
|
||||
"vendor": "HMS",
|
||||
"entrypoints": {
|
||||
"d3d11": {
|
||||
"type": "hlsl",
|
||||
"passes": [
|
||||
{
|
||||
"pixel_shader": "shaders/d3d11/pass1.hlsl"
|
||||
}
|
||||
]
|
||||
},
|
||||
"gl": {
|
||||
"type": "glsl",
|
||||
"passes": [
|
||||
{
|
||||
"fragment": "shaders/gl/pass1.frag"
|
||||
}
|
||||
]
|
||||
},
|
||||
"gles": {
|
||||
"type": "glsl_es",
|
||||
"passes": [
|
||||
{
|
||||
"fragment": "shaders/gles/pass1.frag"
|
||||
}
|
||||
]
|
||||
}
|
||||
},
|
||||
"capabilities": {
|
||||
"minimum_tier": "PI_LITE",
|
||||
"requires_input_texture": true,
|
||||
"supported_backends": [
|
||||
"d3d11",
|
||||
"gl",
|
||||
"gles"
|
||||
]
|
||||
},
|
||||
"adaptive_quality": {
|
||||
"default": "auto",
|
||||
"variants": [
|
||||
{
|
||||
"id": "low",
|
||||
"internal_scale": 1.0
|
||||
},
|
||||
{
|
||||
"id": "medium",
|
||||
"internal_scale": 1.0
|
||||
},
|
||||
{
|
||||
"id": "high",
|
||||
"internal_scale": 1.0
|
||||
}
|
||||
],
|
||||
"transition_ms": 180,
|
||||
"semantic_parameters_unchanged": [
|
||||
"segments",
|
||||
"rotation",
|
||||
"zoom"
|
||||
]
|
||||
},
|
||||
"parameters": [
|
||||
{
|
||||
"id": "segments",
|
||||
"label": "Segments",
|
||||
"type": "int",
|
||||
"minimum": 2,
|
||||
"maximum": 32,
|
||||
"default": 6,
|
||||
"dmx_slots": [
|
||||
1
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "rotation",
|
||||
"label": "Rotation",
|
||||
"type": "float",
|
||||
"minimum": -180.0,
|
||||
"maximum": 180.0,
|
||||
"default": 0.0,
|
||||
"dmx_slots": [
|
||||
2
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "center_x",
|
||||
"label": "Center X",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 1.0,
|
||||
"default": 0.5,
|
||||
"dmx_slots": [
|
||||
3
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "center_y",
|
||||
"label": "Center Y",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 1.0,
|
||||
"default": 0.5,
|
||||
"dmx_slots": [
|
||||
4
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "zoom",
|
||||
"label": "Zoom",
|
||||
"type": "float",
|
||||
"minimum": 0.1,
|
||||
"maximum": 4.0,
|
||||
"default": 1.0,
|
||||
"dmx_slots": [
|
||||
5
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "mirror_mode",
|
||||
"label": "Mirror Mode",
|
||||
"type": "enum",
|
||||
"values": [
|
||||
"mirror",
|
||||
"none"
|
||||
],
|
||||
"default": "mirror",
|
||||
"dmx_slots": [
|
||||
6
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "phase",
|
||||
"label": "Phase",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 1.0,
|
||||
"default": 0.0,
|
||||
"dmx_slots": [
|
||||
7
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "mix",
|
||||
"label": "Mix",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 1.0,
|
||||
"default": 1.0,
|
||||
"dmx_slots": [
|
||||
8
|
||||
],
|
||||
"curve": "linear"
|
||||
}
|
||||
],
|
||||
"failure_mode": "bypass"
|
||||
}
|
||||
@@ -0,0 +1,60 @@
|
||||
// HMS MediaEngine – Kaleidoscope
|
||||
// PLAN.md §15.2 Pflichtfilter; semantisch identisch über Backends (§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;
|
||||
float param_segments;
|
||||
float param_rotation;
|
||||
float param_center_x;
|
||||
float param_center_y;
|
||||
float param_zoom;
|
||||
float param_mirror_mode;
|
||||
float param_phase;
|
||||
float param_mix;
|
||||
float _pad0;
|
||||
float _pad1;
|
||||
};
|
||||
|
||||
|
||||
float4 mainPS(float4 pos : SV_POSITION, float2 uv : TEXCOORD0) : SV_Target
|
||||
{
|
||||
float4 src = u_input_texture.Sample(u_sampler, uv);
|
||||
float m = saturate(param_mix);
|
||||
if (m < 0.001)
|
||||
{
|
||||
return src * u_layer_opacity;
|
||||
}
|
||||
|
||||
float2 center = float2(param_center_x, param_center_y);
|
||||
float2 p = uv - center;
|
||||
p = p / max(param_zoom, 0.0001);
|
||||
float r = length(p);
|
||||
float theta = atan2(p.y, p.x);
|
||||
theta = theta + radians(param_rotation) + param_phase * 6.28318;
|
||||
float seg = max(float(param_segments), 2.0);
|
||||
float seg_angle = 6.28318 / seg;
|
||||
theta = fmod(theta, seg_angle);
|
||||
if (param_mirror_mode > 0.5)
|
||||
{
|
||||
theta = seg_angle * 0.5 - abs(theta - seg_angle * 0.5);
|
||||
}
|
||||
float2 new_uv = center + float2(cos(theta) * r, sin(theta) * r);
|
||||
new_uv = clamp(new_uv, 0.0, 1.0);
|
||||
float4 transformed = u_input_texture.Sample(u_sampler, new_uv);
|
||||
float4 result = lerp(src, transformed, m);
|
||||
return result * u_layer_opacity;
|
||||
}
|
||||
@@ -0,0 +1,59 @@
|
||||
#version 330 core
|
||||
// HMS MediaEngine – Kaleidoscope
|
||||
// PLAN.md §15.2 Pflichtfilter; GLSL (Linux x64), semantisch identisch zu HLSL (§12.6)
|
||||
|
||||
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_segments;
|
||||
uniform float param_rotation;
|
||||
uniform float param_center_x;
|
||||
uniform float param_center_y;
|
||||
uniform float param_zoom;
|
||||
uniform float param_mirror_mode;
|
||||
uniform float param_phase;
|
||||
uniform float param_mix;
|
||||
|
||||
in vec2 v_uv;
|
||||
out vec4 fragColor;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 uv = v_uv;
|
||||
vec4 src = texture(u_input_texture, uv);
|
||||
float m = clamp(param_mix, 0.0, 1.0);
|
||||
if (m < 0.001)
|
||||
{
|
||||
gl_FragColor = src * u_layer_opacity;
|
||||
return;
|
||||
}
|
||||
|
||||
vec2 center = vec2(param_center_x, param_center_y);
|
||||
vec2 p = uv - center;
|
||||
p = p / max(param_zoom, 0.0001);
|
||||
float r = length(p);
|
||||
float theta = atan(p.y, p.x);
|
||||
theta = theta + radians(param_rotation) + param_phase * 6.28318;
|
||||
float seg = max(float(param_segments), 2.0);
|
||||
float seg_angle = 6.28318 / seg;
|
||||
theta = mod(theta, seg_angle);
|
||||
if (param_mirror_mode > 0.5)
|
||||
{
|
||||
theta = seg_angle * 0.5 - abs(theta - seg_angle * 0.5);
|
||||
}
|
||||
vec2 new_uv = center + vec2(cos(theta) * r, sin(theta) * r);
|
||||
new_uv = clamp(new_uv, 0.0, 1.0);
|
||||
vec4 transformed = texture(u_input_texture, new_uv);
|
||||
vec4 result = mix(src, transformed, m);
|
||||
gl_FragColor = result * u_layer_opacity;
|
||||
}
|
||||
@@ -0,0 +1,70 @@
|
||||
#version 100
|
||||
// HMS MediaEngine – Kaleidoscope
|
||||
// PLAN.md §15.2 Pflichtfilter; GLES (Raspberry Pi), ES 2.0
|
||||
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 float param_segments;
|
||||
uniform float param_rotation;
|
||||
uniform float param_center_x;
|
||||
uniform float param_center_y;
|
||||
uniform float param_zoom;
|
||||
uniform float param_mirror_mode;
|
||||
uniform float param_phase;
|
||||
uniform float param_mix;
|
||||
|
||||
varying vec2 v_uv;
|
||||
|
||||
|
||||
float hms_atan2(float y, float x)
|
||||
{
|
||||
float a = atan(y / max(abs(x), 0.0001));
|
||||
if (x < 0.0)
|
||||
{
|
||||
if (y >= 0.0) { a += 3.14159265; }
|
||||
else { a -= 3.14159265; }
|
||||
}
|
||||
return a;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 uv = v_uv;
|
||||
vec4 src = texture2D(u_input_texture, uv);
|
||||
float m = clamp(param_mix, 0.0, 1.0);
|
||||
if (m < 0.001)
|
||||
{
|
||||
gl_FragColor = src * u_layer_opacity;
|
||||
return;
|
||||
}
|
||||
|
||||
vec2 center = vec2(param_center_x, param_center_y);
|
||||
vec2 p = uv - center;
|
||||
p = p / max(param_zoom, 0.0001);
|
||||
float r = length(p);
|
||||
float theta = hms_atan2(p.y, p.x);
|
||||
theta = theta + radians(param_rotation) + param_phase * 6.28318;
|
||||
float seg = max(float(param_segments), 2.0);
|
||||
float seg_angle = 6.28318 / seg;
|
||||
theta = mod(theta, seg_angle);
|
||||
if (param_mirror_mode > 0.5)
|
||||
{
|
||||
theta = seg_angle * 0.5 - abs(theta - seg_angle * 0.5);
|
||||
}
|
||||
vec2 new_uv = center + vec2(cos(theta) * r, sin(theta) * r);
|
||||
new_uv = clamp(new_uv, 0.0, 1.0);
|
||||
vec4 transformed = texture2D(u_input_texture, new_uv);
|
||||
vec4 result = mix(src, transformed, m);
|
||||
gl_FragColor = result * u_layer_opacity;
|
||||
}
|
||||
@@ -0,0 +1,178 @@
|
||||
{
|
||||
"schema_version": 1,
|
||||
"id": "com.hms.fx.mirror_tile",
|
||||
"name": "Mirror / Tile",
|
||||
"version": "1.0.0",
|
||||
"api_version": 1,
|
||||
"kind": "filter",
|
||||
"vendor": "HMS",
|
||||
"entrypoints": {
|
||||
"d3d11": {
|
||||
"type": "hlsl",
|
||||
"passes": [
|
||||
{
|
||||
"pixel_shader": "shaders/d3d11/pass1.hlsl"
|
||||
}
|
||||
]
|
||||
},
|
||||
"gl": {
|
||||
"type": "glsl",
|
||||
"passes": [
|
||||
{
|
||||
"fragment": "shaders/gl/pass1.frag"
|
||||
}
|
||||
]
|
||||
},
|
||||
"gles": {
|
||||
"type": "glsl_es",
|
||||
"passes": [
|
||||
{
|
||||
"fragment": "shaders/gles/pass1.frag"
|
||||
}
|
||||
]
|
||||
}
|
||||
},
|
||||
"capabilities": {
|
||||
"minimum_tier": "PI_LITE",
|
||||
"requires_input_texture": true,
|
||||
"supported_backends": [
|
||||
"d3d11",
|
||||
"gl",
|
||||
"gles"
|
||||
]
|
||||
},
|
||||
"adaptive_quality": {
|
||||
"default": "auto",
|
||||
"variants": [
|
||||
{
|
||||
"id": "low",
|
||||
"internal_scale": 1.0
|
||||
},
|
||||
{
|
||||
"id": "medium",
|
||||
"internal_scale": 1.0
|
||||
},
|
||||
{
|
||||
"id": "high",
|
||||
"internal_scale": 1.0
|
||||
}
|
||||
],
|
||||
"transition_ms": 180,
|
||||
"semantic_parameters_unchanged": [
|
||||
"tiles_x",
|
||||
"tiles_y",
|
||||
"offset_x",
|
||||
"offset_y"
|
||||
]
|
||||
},
|
||||
"parameters": [
|
||||
{
|
||||
"id": "mode",
|
||||
"label": "Mode",
|
||||
"type": "enum",
|
||||
"values": [
|
||||
"mirror_h",
|
||||
"mirror_v",
|
||||
"tile",
|
||||
"quad"
|
||||
],
|
||||
"default": "mirror_h",
|
||||
"dmx_slots": [
|
||||
1
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "tiles_x",
|
||||
"label": "Tiles X",
|
||||
"type": "float",
|
||||
"minimum": 1.0,
|
||||
"maximum": 16.0,
|
||||
"default": 1.0,
|
||||
"dmx_slots": [
|
||||
2
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "tiles_y",
|
||||
"label": "Tiles Y",
|
||||
"type": "float",
|
||||
"minimum": 1.0,
|
||||
"maximum": 16.0,
|
||||
"default": 1.0,
|
||||
"dmx_slots": [
|
||||
3
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "offset_x",
|
||||
"label": "Offset X",
|
||||
"type": "float",
|
||||
"minimum": -1.0,
|
||||
"maximum": 1.0,
|
||||
"default": 0.0,
|
||||
"dmx_slots": [
|
||||
4
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "offset_y",
|
||||
"label": "Offset Y",
|
||||
"type": "float",
|
||||
"minimum": -1.0,
|
||||
"maximum": 1.0,
|
||||
"default": 0.0,
|
||||
"dmx_slots": [
|
||||
5
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "center_x",
|
||||
"label": "Center X",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 1.0,
|
||||
"default": 0.5,
|
||||
"dmx_slots": [
|
||||
6
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "center_y",
|
||||
"label": "Center Y",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 1.0,
|
||||
"default": 0.5,
|
||||
"dmx_slots": [
|
||||
7
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "rotation",
|
||||
"label": "Rotation",
|
||||
"type": "float",
|
||||
"minimum": -180.0,
|
||||
"maximum": 180.0,
|
||||
"default": 0.0
|
||||
},
|
||||
{
|
||||
"id": "mix",
|
||||
"label": "Mix",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 1.0,
|
||||
"default": 1.0,
|
||||
"dmx_slots": [
|
||||
8
|
||||
],
|
||||
"curve": "linear"
|
||||
}
|
||||
],
|
||||
"failure_mode": "bypass"
|
||||
}
|
||||
@@ -0,0 +1,71 @@
|
||||
// HMS MediaEngine – Mirror / Tile
|
||||
// PLAN.md §15.2 Pflichtfilter; semantisch identisch über Backends (§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;
|
||||
float param_mode;
|
||||
float param_tiles_x;
|
||||
float param_tiles_y;
|
||||
float param_offset_x;
|
||||
float param_offset_y;
|
||||
float param_center_x;
|
||||
float param_center_y;
|
||||
float param_rotation;
|
||||
float param_mix;
|
||||
float _pad0;
|
||||
};
|
||||
|
||||
float4 mainPS(float4 pos : SV_POSITION, float2 uv : TEXCOORD0) : SV_Target
|
||||
{
|
||||
float4 src = u_input_texture.Sample(u_sampler, uv);
|
||||
float m = saturate(param_mix);
|
||||
if (m < 0.001)
|
||||
{
|
||||
return src * u_layer_opacity;
|
||||
}
|
||||
|
||||
float2 center = float2(param_center_x, param_center_y);
|
||||
float2 p = uv - center;
|
||||
float ang = radians(param_rotation);
|
||||
float c = cos(ang);
|
||||
float s = sin(ang);
|
||||
p = float2(p.x * c - p.y * s, p.x * s + p.y * c);
|
||||
float2 tiles = float2(max(param_tiles_x, 1.0), max(param_tiles_y, 1.0));
|
||||
float2 off = float2(param_offset_x, param_offset_y);
|
||||
float2 new_uv;
|
||||
if (param_mode < 0.5)
|
||||
{
|
||||
new_uv = float2(abs(frac(p.x * tiles.x) * 2.0 - 1.0), p.y);
|
||||
}
|
||||
else if (param_mode < 1.5)
|
||||
{
|
||||
new_uv = float2(p.x, abs(frac(p.y * tiles.y) * 2.0 - 1.0));
|
||||
}
|
||||
else if (param_mode < 2.5)
|
||||
{
|
||||
new_uv = float2(frac(p.x * tiles.x), frac(p.y * tiles.y));
|
||||
}
|
||||
else
|
||||
{
|
||||
new_uv = float2(abs(frac(p.x * tiles.x) * 2.0 - 1.0), abs(frac(p.y * tiles.y) * 2.0 - 1.0));
|
||||
}
|
||||
new_uv = new_uv + off + center;
|
||||
new_uv = clamp(new_uv, 0.0, 1.0);
|
||||
float4 transformed = u_input_texture.Sample(u_sampler, new_uv);
|
||||
float4 result = lerp(src, transformed, m);
|
||||
return result * u_layer_opacity;
|
||||
}
|
||||
@@ -0,0 +1,71 @@
|
||||
#version 330 core
|
||||
// HMS MediaEngine – Mirror / Tile
|
||||
// PLAN.md §15.2 Pflichtfilter; GLSL (Linux x64), semantisch identisch zu HLSL (§12.6)
|
||||
|
||||
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_mode;
|
||||
uniform float param_tiles_x;
|
||||
uniform float param_tiles_y;
|
||||
uniform float param_offset_x;
|
||||
uniform float param_offset_y;
|
||||
uniform float param_center_x;
|
||||
uniform float param_center_y;
|
||||
uniform float param_rotation;
|
||||
uniform float param_mix;
|
||||
|
||||
in vec2 v_uv;
|
||||
out vec4 fragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 uv = v_uv;
|
||||
vec4 src = texture(u_input_texture, uv);
|
||||
float m = clamp(param_mix, 0.0, 1.0);
|
||||
if (m < 0.001)
|
||||
{
|
||||
gl_FragColor = src * u_layer_opacity;
|
||||
return;
|
||||
}
|
||||
|
||||
vec2 center = vec2(param_center_x, param_center_y);
|
||||
vec2 p = uv - center;
|
||||
float ang = radians(param_rotation);
|
||||
float c = cos(ang);
|
||||
float s = sin(ang);
|
||||
p = vec2(p.x * c - p.y * s, p.x * s + p.y * c);
|
||||
vec2 tiles = vec2(max(param_tiles_x, 1.0), max(param_tiles_y, 1.0));
|
||||
vec2 off = vec2(param_offset_x, param_offset_y);
|
||||
vec2 new_uv;
|
||||
if (param_mode < 0.5)
|
||||
{
|
||||
new_uv = vec2(abs(fract(p.x * tiles.x) * 2.0 - 1.0), p.y);
|
||||
}
|
||||
else if (param_mode < 1.5)
|
||||
{
|
||||
new_uv = vec2(p.x, abs(fract(p.y * tiles.y) * 2.0 - 1.0));
|
||||
}
|
||||
else if (param_mode < 2.5)
|
||||
{
|
||||
new_uv = vec2(fract(p.x * tiles.x), fract(p.y * tiles.y));
|
||||
}
|
||||
else
|
||||
{
|
||||
new_uv = vec2(abs(fract(p.x * tiles.x) * 2.0 - 1.0), abs(fract(p.y * tiles.y) * 2.0 - 1.0));
|
||||
}
|
||||
new_uv = new_uv + off + center;
|
||||
new_uv = clamp(new_uv, 0.0, 1.0);
|
||||
vec4 transformed = texture(u_input_texture, new_uv);
|
||||
vec4 result = mix(src, transformed, m);
|
||||
gl_FragColor = result * u_layer_opacity;
|
||||
}
|
||||
@@ -0,0 +1,71 @@
|
||||
#version 100
|
||||
// HMS MediaEngine – Mirror / Tile
|
||||
// PLAN.md §15.2 Pflichtfilter; GLES (Raspberry Pi), ES 2.0
|
||||
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 float param_mode;
|
||||
uniform float param_tiles_x;
|
||||
uniform float param_tiles_y;
|
||||
uniform float param_offset_x;
|
||||
uniform float param_offset_y;
|
||||
uniform float param_center_x;
|
||||
uniform float param_center_y;
|
||||
uniform float param_rotation;
|
||||
uniform float param_mix;
|
||||
|
||||
varying vec2 v_uv;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 uv = v_uv;
|
||||
vec4 src = texture2D(u_input_texture, uv);
|
||||
float m = clamp(param_mix, 0.0, 1.0);
|
||||
if (m < 0.001)
|
||||
{
|
||||
gl_FragColor = src * u_layer_opacity;
|
||||
return;
|
||||
}
|
||||
|
||||
vec2 center = vec2(param_center_x, param_center_y);
|
||||
vec2 p = uv - center;
|
||||
float ang = radians(param_rotation);
|
||||
float c = cos(ang);
|
||||
float s = sin(ang);
|
||||
p = vec2(p.x * c - p.y * s, p.x * s + p.y * c);
|
||||
vec2 tiles = vec2(max(param_tiles_x, 1.0), max(param_tiles_y, 1.0));
|
||||
vec2 off = vec2(param_offset_x, param_offset_y);
|
||||
vec2 new_uv;
|
||||
if (param_mode < 0.5)
|
||||
{
|
||||
new_uv = vec2(abs(fract(p.x * tiles.x) * 2.0 - 1.0), p.y);
|
||||
}
|
||||
else if (param_mode < 1.5)
|
||||
{
|
||||
new_uv = vec2(p.x, abs(fract(p.y * tiles.y) * 2.0 - 1.0));
|
||||
}
|
||||
else if (param_mode < 2.5)
|
||||
{
|
||||
new_uv = vec2(fract(p.x * tiles.x), fract(p.y * tiles.y));
|
||||
}
|
||||
else
|
||||
{
|
||||
new_uv = vec2(abs(fract(p.x * tiles.x) * 2.0 - 1.0), abs(fract(p.y * tiles.y) * 2.0 - 1.0));
|
||||
}
|
||||
new_uv = new_uv + off + center;
|
||||
new_uv = clamp(new_uv, 0.0, 1.0);
|
||||
vec4 transformed = texture2D(u_input_texture, new_uv);
|
||||
vec4 result = mix(src, transformed, m);
|
||||
gl_FragColor = result * u_layer_opacity;
|
||||
}
|
||||
@@ -0,0 +1,173 @@
|
||||
{
|
||||
"schema_version": 1,
|
||||
"id": "com.hms.fx.pixelate_quantize",
|
||||
"name": "Pixelate / Quantize",
|
||||
"version": "1.0.0",
|
||||
"api_version": 1,
|
||||
"kind": "filter",
|
||||
"vendor": "HMS",
|
||||
"entrypoints": {
|
||||
"d3d11": {
|
||||
"type": "hlsl",
|
||||
"passes": [
|
||||
{
|
||||
"pixel_shader": "shaders/d3d11/pass1.hlsl"
|
||||
}
|
||||
]
|
||||
},
|
||||
"gl": {
|
||||
"type": "glsl",
|
||||
"passes": [
|
||||
{
|
||||
"fragment": "shaders/gl/pass1.frag"
|
||||
}
|
||||
]
|
||||
},
|
||||
"gles": {
|
||||
"type": "glsl_es",
|
||||
"passes": [
|
||||
{
|
||||
"fragment": "shaders/gles/pass1.frag"
|
||||
}
|
||||
]
|
||||
}
|
||||
},
|
||||
"capabilities": {
|
||||
"minimum_tier": "PI_LITE",
|
||||
"requires_input_texture": true,
|
||||
"supported_backends": [
|
||||
"d3d11",
|
||||
"gl",
|
||||
"gles"
|
||||
]
|
||||
},
|
||||
"adaptive_quality": {
|
||||
"default": "auto",
|
||||
"variants": [
|
||||
{
|
||||
"id": "low",
|
||||
"internal_scale": 1.0
|
||||
},
|
||||
{
|
||||
"id": "medium",
|
||||
"internal_scale": 1.0
|
||||
},
|
||||
{
|
||||
"id": "high",
|
||||
"internal_scale": 1.0
|
||||
}
|
||||
],
|
||||
"transition_ms": 180,
|
||||
"semantic_parameters_unchanged": [
|
||||
"pixel_x",
|
||||
"pixel_y",
|
||||
"color_levels"
|
||||
]
|
||||
},
|
||||
"parameters": [
|
||||
{
|
||||
"id": "pixel_x",
|
||||
"label": "Pixel X",
|
||||
"type": "float",
|
||||
"minimum": 1.0,
|
||||
"maximum": 512.0,
|
||||
"default": 32.0,
|
||||
"dmx_slots": [
|
||||
1
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "pixel_y",
|
||||
"label": "Pixel Y",
|
||||
"type": "float",
|
||||
"minimum": 1.0,
|
||||
"maximum": 512.0,
|
||||
"default": 32.0,
|
||||
"dmx_slots": [
|
||||
2
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "color_levels",
|
||||
"label": "Color Levels",
|
||||
"type": "int",
|
||||
"minimum": 2,
|
||||
"maximum": 256,
|
||||
"default": 16,
|
||||
"dmx_slots": [
|
||||
3
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "dither",
|
||||
"label": "Dither",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 1.0,
|
||||
"default": 0.0,
|
||||
"dmx_slots": [
|
||||
4
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "grid_offset_x",
|
||||
"label": "Grid Offset X",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 1.0,
|
||||
"default": 0.0,
|
||||
"dmx_slots": [
|
||||
5
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "grid_offset_y",
|
||||
"label": "Grid Offset Y",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 1.0,
|
||||
"default": 0.0,
|
||||
"dmx_slots": [
|
||||
6
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "aspect_lock",
|
||||
"label": "Aspect Lock",
|
||||
"type": "bool",
|
||||
"default": true
|
||||
},
|
||||
{
|
||||
"id": "mode",
|
||||
"label": "Mode",
|
||||
"type": "enum",
|
||||
"values": [
|
||||
"pixelate",
|
||||
"posterize"
|
||||
],
|
||||
"default": "pixelate",
|
||||
"dmx_slots": [
|
||||
7
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "mix",
|
||||
"label": "Mix",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 1.0,
|
||||
"default": 1.0,
|
||||
"dmx_slots": [
|
||||
8
|
||||
],
|
||||
"curve": "linear"
|
||||
}
|
||||
],
|
||||
"failure_mode": "bypass"
|
||||
}
|
||||
@@ -0,0 +1,65 @@
|
||||
// HMS MediaEngine – Pixelate / Quantize
|
||||
// PLAN.md §15.2 Pflichtfilter; semantisch identisch über Backends (§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;
|
||||
float param_pixel_x;
|
||||
float param_pixel_y;
|
||||
float param_color_levels;
|
||||
float param_dither;
|
||||
float param_grid_offset_x;
|
||||
float param_grid_offset_y;
|
||||
float param_aspect_lock;
|
||||
float param_mode;
|
||||
float param_mix;
|
||||
float _pad0;
|
||||
};
|
||||
|
||||
float4 mainPS(float4 pos : SV_POSITION, float2 uv : TEXCOORD0) : SV_Target
|
||||
{
|
||||
float4 src = u_input_texture.Sample(u_sampler, uv);
|
||||
float m = saturate(param_mix);
|
||||
if (m < 0.001)
|
||||
{
|
||||
return src * u_layer_opacity;
|
||||
}
|
||||
|
||||
float2 grid = float2(max(param_pixel_x, 1.0), max(param_pixel_y, 1.0));
|
||||
if (param_aspect_lock > 0.5)
|
||||
{
|
||||
grid.y = grid.x * (u_resolution.x / u_resolution.y);
|
||||
}
|
||||
float2 cell = float2(1.0, 1.0) / grid;
|
||||
float2 off = float2(param_grid_offset_x, param_grid_offset_y);
|
||||
float2 cell_uv = floor(uv / cell + off) * cell;
|
||||
float4 pixelated = u_input_texture.Sample(u_sampler, cell_uv);
|
||||
|
||||
float4 result = pixelated;
|
||||
if (param_mode > 0.5)
|
||||
{
|
||||
float levels = max(float(param_color_levels), 2.0);
|
||||
float3 q = floor(src.rgb * levels + 0.5) / levels;
|
||||
if (param_dither > 0.001)
|
||||
{
|
||||
float d = (frac(sin(dot(uv, float2(12.9898, 78.233)) * 43758.5453)) - 0.5) * param_dither;
|
||||
q = floor(src.rgb * levels + 0.5 + d) / levels;
|
||||
}
|
||||
result = float4(q.r, q.g, q.b, src.a);
|
||||
}
|
||||
result = lerp(src, result, m);
|
||||
return result * u_layer_opacity;
|
||||
}
|
||||
@@ -0,0 +1,65 @@
|
||||
#version 330 core
|
||||
// HMS MediaEngine – Pixelate / Quantize
|
||||
// PLAN.md §15.2 Pflichtfilter; GLSL (Linux x64), semantisch identisch zu HLSL (§12.6)
|
||||
|
||||
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_pixel_x;
|
||||
uniform float param_pixel_y;
|
||||
uniform float param_color_levels;
|
||||
uniform float param_dither;
|
||||
uniform float param_grid_offset_x;
|
||||
uniform float param_grid_offset_y;
|
||||
uniform float param_aspect_lock;
|
||||
uniform float param_mode;
|
||||
uniform float param_mix;
|
||||
|
||||
in vec2 v_uv;
|
||||
out vec4 fragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 uv = v_uv;
|
||||
vec4 src = texture(u_input_texture, uv);
|
||||
float m = clamp(param_mix, 0.0, 1.0);
|
||||
if (m < 0.001)
|
||||
{
|
||||
gl_FragColor = src * u_layer_opacity;
|
||||
return;
|
||||
}
|
||||
|
||||
vec2 grid = vec2(max(param_pixel_x, 1.0), max(param_pixel_y, 1.0));
|
||||
if (param_aspect_lock > 0.5)
|
||||
{
|
||||
grid.y = grid.x * (u_resolution.x / u_resolution.y);
|
||||
}
|
||||
vec2 cell = vec2(1.0, 1.0) / grid;
|
||||
vec2 off = vec2(param_grid_offset_x, param_grid_offset_y);
|
||||
vec2 cell_uv = floor(uv / cell + off) * cell;
|
||||
vec4 pixelated = texture(u_input_texture, cell_uv);
|
||||
|
||||
vec4 result = pixelated;
|
||||
if (param_mode > 0.5)
|
||||
{
|
||||
float levels = max(float(param_color_levels), 2.0);
|
||||
vec3 q = floor(src.rgb * levels + 0.5) / levels;
|
||||
if (param_dither > 0.001)
|
||||
{
|
||||
float d = (fract(sin(dot(uv, vec2(12.9898, 78.233)) * 43758.5453)) - 0.5) * param_dither;
|
||||
q = floor(src.rgb * levels + 0.5 + d) / levels;
|
||||
}
|
||||
result = vec4(q.r, q.g, q.b, src.a);
|
||||
}
|
||||
result = mix(src, result, m);
|
||||
gl_FragColor = result * u_layer_opacity;
|
||||
}
|
||||
@@ -0,0 +1,65 @@
|
||||
#version 100
|
||||
// HMS MediaEngine – Pixelate / Quantize
|
||||
// PLAN.md §15.2 Pflichtfilter; GLES (Raspberry Pi), ES 2.0
|
||||
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 float param_pixel_x;
|
||||
uniform float param_pixel_y;
|
||||
uniform float param_color_levels;
|
||||
uniform float param_dither;
|
||||
uniform float param_grid_offset_x;
|
||||
uniform float param_grid_offset_y;
|
||||
uniform float param_aspect_lock;
|
||||
uniform float param_mode;
|
||||
uniform float param_mix;
|
||||
|
||||
varying vec2 v_uv;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 uv = v_uv;
|
||||
vec4 src = texture2D(u_input_texture, uv);
|
||||
float m = clamp(param_mix, 0.0, 1.0);
|
||||
if (m < 0.001)
|
||||
{
|
||||
gl_FragColor = src * u_layer_opacity;
|
||||
return;
|
||||
}
|
||||
|
||||
vec2 grid = vec2(max(param_pixel_x, 1.0), max(param_pixel_y, 1.0));
|
||||
if (param_aspect_lock > 0.5)
|
||||
{
|
||||
grid.y = grid.x * (u_resolution.x / u_resolution.y);
|
||||
}
|
||||
vec2 cell = vec2(1.0, 1.0) / grid;
|
||||
vec2 off = vec2(param_grid_offset_x, param_grid_offset_y);
|
||||
vec2 cell_uv = floor(uv / cell + off) * cell;
|
||||
vec4 pixelated = texture2D(u_input_texture, cell_uv);
|
||||
|
||||
vec4 result = pixelated;
|
||||
if (param_mode > 0.5)
|
||||
{
|
||||
float levels = max(float(param_color_levels), 2.0);
|
||||
vec3 q = floor(src.rgb * levels + 0.5) / levels;
|
||||
if (param_dither > 0.001)
|
||||
{
|
||||
float d = (fract(sin(dot(uv, vec2(12.9898, 78.233)) * 43758.5453)) - 0.5) * param_dither;
|
||||
q = floor(src.rgb * levels + 0.5 + d) / levels;
|
||||
}
|
||||
result = vec4(q.r, q.g, q.b, src.a);
|
||||
}
|
||||
result = mix(src, result, m);
|
||||
gl_FragColor = result * u_layer_opacity;
|
||||
}
|
||||
@@ -0,0 +1,168 @@
|
||||
{
|
||||
"schema_version": 1,
|
||||
"id": "com.hms.fx.rgb_split",
|
||||
"name": "RGB Split",
|
||||
"version": "1.0.0",
|
||||
"api_version": 1,
|
||||
"kind": "filter",
|
||||
"vendor": "HMS",
|
||||
"entrypoints": {
|
||||
"d3d11": {
|
||||
"type": "hlsl",
|
||||
"passes": [
|
||||
{
|
||||
"pixel_shader": "shaders/d3d11/main.hlsl"
|
||||
}
|
||||
]
|
||||
},
|
||||
"gl": {
|
||||
"type": "glsl",
|
||||
"passes": [
|
||||
{
|
||||
"fragment": "shaders/gl/main.frag"
|
||||
}
|
||||
]
|
||||
},
|
||||
"gles": {
|
||||
"type": "glsl_es",
|
||||
"passes": [
|
||||
{
|
||||
"fragment": "shaders/gles/main.frag"
|
||||
}
|
||||
]
|
||||
}
|
||||
},
|
||||
"capabilities": {
|
||||
"minimum_tier": "PI_LITE",
|
||||
"requires_input_texture": true,
|
||||
"supported_backends": [
|
||||
"d3d11",
|
||||
"gl",
|
||||
"gles"
|
||||
]
|
||||
},
|
||||
"parameters": [
|
||||
{
|
||||
"id": "amount",
|
||||
"label": "Amount",
|
||||
"type": "float",
|
||||
"minimum": 0,
|
||||
"maximum": 100,
|
||||
"default": 8,
|
||||
"dmx_slots": [
|
||||
1
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "angle",
|
||||
"label": "Angle",
|
||||
"type": "float",
|
||||
"minimum": 0,
|
||||
"maximum": 360,
|
||||
"default": 0,
|
||||
"dmx_slots": [
|
||||
2
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "radial",
|
||||
"label": "Radial",
|
||||
"type": "bool",
|
||||
"default": 0,
|
||||
"dmx_slots": [
|
||||
3
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "center_x",
|
||||
"label": "Center X",
|
||||
"type": "float",
|
||||
"minimum": 0,
|
||||
"maximum": 1,
|
||||
"default": 0.5,
|
||||
"dmx_slots": [
|
||||
4
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "center_y",
|
||||
"label": "Center Y",
|
||||
"type": "float",
|
||||
"minimum": 0,
|
||||
"maximum": 1,
|
||||
"default": 0.5,
|
||||
"dmx_slots": [
|
||||
5
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "red_balance",
|
||||
"label": "Red Balance",
|
||||
"type": "float",
|
||||
"minimum": 0,
|
||||
"maximum": 2,
|
||||
"default": 1,
|
||||
"dmx_slots": [
|
||||
6
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "blue_balance",
|
||||
"label": "Blue Balance",
|
||||
"type": "float",
|
||||
"minimum": 0,
|
||||
"maximum": 2,
|
||||
"default": 1,
|
||||
"dmx_slots": [
|
||||
7
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "edge_mode",
|
||||
"label": "Edge Mode",
|
||||
"type": "enum",
|
||||
"values": [
|
||||
"clamp",
|
||||
"repeat"
|
||||
],
|
||||
"default": "clamp",
|
||||
"dmx_slots": [
|
||||
8
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "mix",
|
||||
"label": "Mix",
|
||||
"type": "float",
|
||||
"minimum": 0,
|
||||
"maximum": 1,
|
||||
"default": 1,
|
||||
"dmx_slots": []
|
||||
}
|
||||
],
|
||||
"failure_mode": "bypass",
|
||||
"adaptive_quality": {
|
||||
"default": "auto",
|
||||
"variants": [
|
||||
{
|
||||
"id": "low",
|
||||
"internal_scale": 1.0,
|
||||
"samples": 1
|
||||
},
|
||||
{
|
||||
"id": "medium",
|
||||
"internal_scale": 1.0,
|
||||
"samples": 1
|
||||
},
|
||||
{
|
||||
"id": "high",
|
||||
"internal_scale": 1.0,
|
||||
"samples": 1
|
||||
}
|
||||
],
|
||||
"transition_ms": 180,
|
||||
"semantic_parameters_unchanged": [
|
||||
"mix"
|
||||
]
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,75 @@
|
||||
// HMS MediaEngine - RGB Split (PLAN.md §15.2)
|
||||
// RGB-Versatz / chromatische Aberration; ein GPU-Pass.
|
||||
|
||||
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;
|
||||
float param_amount;
|
||||
float param_angle;
|
||||
float param_radial; // 0 = linear, 1 = radial
|
||||
float param_center_x;
|
||||
float param_center_y;
|
||||
float param_red_balance;
|
||||
float param_blue_balance;
|
||||
float param_edge_mode; // 0 = clamp, 1 = repeat
|
||||
float param_mix;
|
||||
float _pad0;
|
||||
float _pad1;
|
||||
float _pad2;
|
||||
float _pad3;
|
||||
};
|
||||
|
||||
float2 wrap_uv(float2 uv)
|
||||
{
|
||||
if (param_edge_mode > 0.5)
|
||||
return frac(uv);
|
||||
return clamp(uv, 0.0, 1.0);
|
||||
}
|
||||
|
||||
float4 mainPS(float4 pos : SV_POSITION, float2 uv : TEXCOORD0) : SV_Target
|
||||
{
|
||||
float4 src = u_input_texture.Sample(u_sampler, uv);
|
||||
float m = saturate(param_mix);
|
||||
if (m < 0.01)
|
||||
{
|
||||
return src; // Mix 0 = kostenloser Bypass (§15.3)
|
||||
}
|
||||
|
||||
float amount = param_amount * 0.01;
|
||||
float2 dir;
|
||||
if (param_radial > 0.5)
|
||||
{
|
||||
dir = normalize(uv - float2(param_center_x, param_center_y) + 1e-5);
|
||||
}
|
||||
else
|
||||
{
|
||||
float a = radians(param_angle);
|
||||
dir = float2(cos(a), sin(a));
|
||||
}
|
||||
|
||||
float2 r_uv = wrap_uv(uv + dir * amount * param_red_balance);
|
||||
float2 b_uv = wrap_uv(uv - dir * amount * param_blue_balance);
|
||||
|
||||
float4 r = u_input_texture.Sample(u_sampler, r_uv);
|
||||
float4 g = src;
|
||||
float4 b = u_input_texture.Sample(u_sampler, b_uv);
|
||||
|
||||
float4 out_c = float4(r.r, g.g, b.b, src.a);
|
||||
out_c = lerp(src, out_c, m);
|
||||
out_c.rgb *= u_layer_opacity;
|
||||
out_c.a *= u_layer_opacity;
|
||||
return out_c;
|
||||
}
|
||||
@@ -0,0 +1,71 @@
|
||||
#version 330 core
|
||||
// HMS MediaEngine - RGB Split (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_amount;
|
||||
uniform float param_angle;
|
||||
uniform float param_radial;
|
||||
uniform float param_center_x;
|
||||
uniform float param_center_y;
|
||||
uniform float param_red_balance;
|
||||
uniform float param_blue_balance;
|
||||
uniform float param_edge_mode;
|
||||
uniform float param_mix;
|
||||
|
||||
in vec2 v_uv;
|
||||
out vec4 fragColor;
|
||||
|
||||
vec2 wrap_uv(vec2 uv)
|
||||
{
|
||||
if (param_edge_mode > 0.5)
|
||||
return fract(uv);
|
||||
return clamp(uv, 0.0, 1.0);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 src = texture(u_input_texture, v_uv);
|
||||
float m = clamp(param_mix, 0.0, 1.0);
|
||||
if (m < 0.01)
|
||||
{
|
||||
fragColor = src;
|
||||
return;
|
||||
}
|
||||
|
||||
float amount = param_amount * 0.01;
|
||||
vec2 dir;
|
||||
if (param_radial > 0.5)
|
||||
{
|
||||
dir = normalize(v_uv - vec2(param_center_x, param_center_y) + 1e-5);
|
||||
}
|
||||
else
|
||||
{
|
||||
float a = radians(param_angle);
|
||||
dir = vec2(cos(a), sin(a));
|
||||
}
|
||||
|
||||
vec2 r_uv = wrap_uv(v_uv + dir * amount * param_red_balance);
|
||||
vec2 b_uv = wrap_uv(v_uv - dir * amount * param_blue_balance);
|
||||
|
||||
vec4 r = texture(u_input_texture, r_uv);
|
||||
vec4 g = src;
|
||||
vec4 b = texture(u_input_texture, b_uv);
|
||||
|
||||
vec4 out_c = vec4(r.r, g.g, b.b, src.a);
|
||||
out_c = mix(src, out_c, m);
|
||||
out_c.rgb *= u_layer_opacity;
|
||||
out_c.a *= u_layer_opacity;
|
||||
fragColor = out_c;
|
||||
}
|
||||
@@ -0,0 +1,71 @@
|
||||
#version 100
|
||||
// HMS MediaEngine - RGB Split (GLES, Raspberry Pi)
|
||||
// ES 2.0; ein GPU-Pass.
|
||||
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 float param_amount;
|
||||
uniform float param_angle;
|
||||
uniform float param_radial;
|
||||
uniform float param_center_x;
|
||||
uniform float param_center_y;
|
||||
uniform float param_red_balance;
|
||||
uniform float param_blue_balance;
|
||||
uniform float param_edge_mode;
|
||||
uniform float param_mix;
|
||||
|
||||
varying vec2 v_uv;
|
||||
|
||||
vec2 wrap_uv(vec2 uv)
|
||||
{
|
||||
if (param_edge_mode > 0.5)
|
||||
return fract(uv);
|
||||
return clamp(uv, 0.0, 1.0);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 src = texture2D(u_input_texture, v_uv);
|
||||
float m = clamp(param_mix, 0.0, 1.0);
|
||||
if (m < 0.01)
|
||||
{
|
||||
gl_FragColor = src;
|
||||
return;
|
||||
}
|
||||
|
||||
float amount = param_amount * 0.01;
|
||||
vec2 dir;
|
||||
if (param_radial > 0.5)
|
||||
{
|
||||
dir = normalize(v_uv - vec2(param_center_x, param_center_y) + 1e-5);
|
||||
}
|
||||
else
|
||||
{
|
||||
float a = radians(param_angle);
|
||||
dir = vec2(cos(a), sin(a));
|
||||
}
|
||||
|
||||
vec2 r_uv = wrap_uv(v_uv + dir * amount * param_red_balance);
|
||||
vec2 b_uv = wrap_uv(v_uv - dir * amount * param_blue_balance);
|
||||
|
||||
vec4 r = texture2D(u_input_texture, r_uv);
|
||||
vec4 g = src;
|
||||
vec4 b = texture2D(u_input_texture, b_uv);
|
||||
|
||||
vec4 out_c = vec4(r.r, g.g, b.b, src.a);
|
||||
out_c = mix(src, out_c, m);
|
||||
out_c.rgb *= u_layer_opacity;
|
||||
out_c.a *= u_layer_opacity;
|
||||
gl_FragColor = out_c;
|
||||
}
|
||||
@@ -0,0 +1,18 @@
|
||||
# Strobe Pulse
|
||||
|
||||
Zeitgesteuertes Blinken/Pulsieren (PLAN.md §15.2). Ein GPU-Pass.
|
||||
|
||||
## Parameter
|
||||
- **Rate (Hz)**: Blinkfrequenz. **Sichere Voreinstellung: max. 2.0 Hz.**
|
||||
- **Duty**: Einschaltdauer (0..1).
|
||||
- **Attack / Release**: Ein-/Ausblendzeit.
|
||||
- **Phase**: Phasenversatz (0..1).
|
||||
- **Sync Mode**: `free` (Zeitbasis), `tap` (Audio-Peak), `beat` (Audio-Beat).
|
||||
- **Minimum Level**: Untergrenze der Helligkeit.
|
||||
- **Mix**: 0 = kostenloser Bypass (§15.3).
|
||||
|
||||
## Sicherheitshinweis (Photosensitivität)
|
||||
**Oberhalb der sicheren Voreinstellung (Rate > 2.0 Hz) nur nach expliziter Freigabe,
|
||||
nie durch DMX allein freischaltbar** (§15.2). Der Shader begrenzt `param_rate`
|
||||
hart auf 2.0 Hz; höhere Raten erfordern eine explizite, projektweite Freigabe
|
||||
außerhalb des DMX-Pfads.
|
||||
@@ -0,0 +1,164 @@
|
||||
{
|
||||
"schema_version": 1,
|
||||
"id": "com.hms.fx.strobe_pulse",
|
||||
"name": "Strobe Pulse",
|
||||
"version": "1.0.0",
|
||||
"api_version": 1,
|
||||
"kind": "filter",
|
||||
"vendor": "HMS",
|
||||
"entrypoints": {
|
||||
"d3d11": {
|
||||
"type": "hlsl",
|
||||
"passes": [
|
||||
{
|
||||
"pixel_shader": "shaders/d3d11/main.hlsl"
|
||||
}
|
||||
]
|
||||
},
|
||||
"gl": {
|
||||
"type": "glsl",
|
||||
"passes": [
|
||||
{
|
||||
"fragment": "shaders/gl/main.frag"
|
||||
}
|
||||
]
|
||||
},
|
||||
"gles": {
|
||||
"type": "glsl_es",
|
||||
"passes": [
|
||||
{
|
||||
"fragment": "shaders/gles/main.frag"
|
||||
}
|
||||
]
|
||||
}
|
||||
},
|
||||
"capabilities": {
|
||||
"minimum_tier": "PI_LITE",
|
||||
"requires_input_texture": true,
|
||||
"supported_backends": [
|
||||
"d3d11",
|
||||
"gl",
|
||||
"gles"
|
||||
]
|
||||
},
|
||||
"parameters": [
|
||||
{
|
||||
"id": "rate",
|
||||
"label": "Rate (Hz)",
|
||||
"type": "float",
|
||||
"minimum": 0,
|
||||
"maximum": 2.0,
|
||||
"default": 1.0,
|
||||
"dmx_slots": [
|
||||
1
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "duty",
|
||||
"label": "Duty",
|
||||
"type": "float",
|
||||
"minimum": 0,
|
||||
"maximum": 1,
|
||||
"default": 0.5,
|
||||
"dmx_slots": [
|
||||
2
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "attack",
|
||||
"label": "Attack",
|
||||
"type": "float",
|
||||
"minimum": 0,
|
||||
"maximum": 1,
|
||||
"default": 0.1,
|
||||
"dmx_slots": [
|
||||
3
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "release",
|
||||
"label": "Release",
|
||||
"type": "float",
|
||||
"minimum": 0,
|
||||
"maximum": 1,
|
||||
"default": 0.2,
|
||||
"dmx_slots": [
|
||||
4
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "phase",
|
||||
"label": "Phase",
|
||||
"type": "float",
|
||||
"minimum": 0,
|
||||
"maximum": 1,
|
||||
"default": 0,
|
||||
"dmx_slots": [
|
||||
5
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "sync_mode",
|
||||
"label": "Sync Mode",
|
||||
"type": "enum",
|
||||
"values": [
|
||||
"free",
|
||||
"tap",
|
||||
"beat"
|
||||
],
|
||||
"default": "free",
|
||||
"dmx_slots": [
|
||||
6
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "minimum_level",
|
||||
"label": "Minimum Level",
|
||||
"type": "float",
|
||||
"minimum": 0,
|
||||
"maximum": 1,
|
||||
"default": 0,
|
||||
"dmx_slots": [
|
||||
7
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "mix",
|
||||
"label": "Mix",
|
||||
"type": "float",
|
||||
"minimum": 0,
|
||||
"maximum": 1,
|
||||
"default": 1,
|
||||
"dmx_slots": [
|
||||
8
|
||||
]
|
||||
}
|
||||
],
|
||||
"failure_mode": "bypass",
|
||||
"adaptive_quality": {
|
||||
"default": "auto",
|
||||
"variants": [
|
||||
{
|
||||
"id": "low",
|
||||
"internal_scale": 1.0,
|
||||
"samples": 1
|
||||
},
|
||||
{
|
||||
"id": "medium",
|
||||
"internal_scale": 1.0,
|
||||
"samples": 1
|
||||
},
|
||||
{
|
||||
"id": "high",
|
||||
"internal_scale": 1.0,
|
||||
"samples": 1
|
||||
}
|
||||
],
|
||||
"transition_ms": 180,
|
||||
"semantic_parameters_unchanged": [
|
||||
"rate",
|
||||
"duty",
|
||||
"mix"
|
||||
]
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,76 @@
|
||||
// HMS MediaEngine - Strobe Pulse (PLAN.md §15.2)
|
||||
// Zeitgesteuertes Blinken/Pulsieren; ein GPU-Pass.
|
||||
// Sicherheit: Rate ist auf max. 2.0 Hz begrenzt (sichere Voreinstellung).
|
||||
// Oberhalb der sicheren Voreinstellung nur nach expliziter Freigabe,
|
||||
// nie durch DMX allein freischaltbar (§15.2).
|
||||
|
||||
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;
|
||||
float param_rate; // Hz, max. sicher 2.0
|
||||
float param_duty;
|
||||
float param_attack;
|
||||
float param_release;
|
||||
float param_phase; // 0..1
|
||||
float param_sync_mode; // 0 = free, 1 = tap, 2 = beat
|
||||
float param_minimum_level;
|
||||
float param_mix;
|
||||
float _pad0;
|
||||
float _pad1;
|
||||
float _pad2;
|
||||
float _pad3;
|
||||
float _pad4;
|
||||
};
|
||||
|
||||
float4 mainPS(float4 pos : SV_POSITION, float2 uv : TEXCOORD0) : SV_Target
|
||||
{
|
||||
float4 src = u_input_texture.Sample(u_sampler, uv);
|
||||
float m = saturate(param_mix);
|
||||
if (m < 0.01)
|
||||
{
|
||||
return src; // Mix 0 = kostenloser Bypass (§15.3)
|
||||
}
|
||||
|
||||
float rate = clamp(param_rate, 0.0, 2.0); // sichere Obergrenze
|
||||
float t;
|
||||
if (param_sync_mode > 1.5) // beat
|
||||
t = u_audio_beat;
|
||||
else if (param_sync_mode > 0.5) // tap
|
||||
t = u_audio_peak;
|
||||
else // free
|
||||
t = u_time_seconds;
|
||||
|
||||
float period = max(rate, 0.0001);
|
||||
float phase = frac(t * period + param_phase);
|
||||
float duty = clamp(param_duty, 0.0, 1.0);
|
||||
float attack = max(param_attack, 0.0001);
|
||||
float release = max(param_release, 0.0001);
|
||||
|
||||
float level;
|
||||
if (phase < duty)
|
||||
level = smoothstep(0.0, attack, phase);
|
||||
else
|
||||
level = 1.0 - smoothstep(duty, min(duty + release, 1.0), phase);
|
||||
|
||||
level = lerp(param_minimum_level, 1.0, level);
|
||||
level = saturate(level);
|
||||
|
||||
float3 rgb = src.rgb * lerp(1.0, level, m);
|
||||
float4 out_c = float4(rgb, src.a);
|
||||
out_c.rgb *= u_layer_opacity;
|
||||
out_c.a *= u_layer_opacity;
|
||||
return out_c;
|
||||
}
|
||||
@@ -0,0 +1,68 @@
|
||||
#version 330 core
|
||||
// HMS MediaEngine - Strobe Pulse (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_rate;
|
||||
uniform float param_duty;
|
||||
uniform float param_attack;
|
||||
uniform float param_release;
|
||||
uniform float param_phase;
|
||||
uniform float param_sync_mode;
|
||||
uniform float param_minimum_level;
|
||||
uniform float param_mix;
|
||||
|
||||
in vec2 v_uv;
|
||||
out vec4 fragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 src = texture(u_input_texture, v_uv);
|
||||
float m = clamp(param_mix, 0.0, 1.0);
|
||||
if (m < 0.01)
|
||||
{
|
||||
fragColor = src;
|
||||
return;
|
||||
}
|
||||
|
||||
float rate = clamp(param_rate, 0.0, 2.0); // sichere Obergrenze
|
||||
float t;
|
||||
if (param_sync_mode > 1.5) // beat
|
||||
t = u_audio_beat;
|
||||
else if (param_sync_mode > 0.5) // tap
|
||||
t = u_audio_peak;
|
||||
else // free
|
||||
t = u_time_seconds;
|
||||
|
||||
float period = max(rate, 0.0001);
|
||||
float phase = fract(t * period + param_phase);
|
||||
float duty = clamp(param_duty, 0.0, 1.0);
|
||||
float attack = max(param_attack, 0.0001);
|
||||
float release = max(param_release, 0.0001);
|
||||
|
||||
float level;
|
||||
if (phase < duty)
|
||||
level = smoothstep(0.0, attack, phase);
|
||||
else
|
||||
level = 1.0 - smoothstep(duty, min(duty + release, 1.0), phase);
|
||||
|
||||
level = mix(param_minimum_level, 1.0, level);
|
||||
level = clamp(level, 0.0, 1.0);
|
||||
|
||||
vec3 rgb = src.rgb * mix(1.0, level, m);
|
||||
vec4 out_c = vec4(rgb, src.a);
|
||||
out_c.rgb *= u_layer_opacity;
|
||||
out_c.a *= u_layer_opacity;
|
||||
fragColor = out_c;
|
||||
}
|
||||
@@ -0,0 +1,68 @@
|
||||
#version 100
|
||||
// HMS MediaEngine - Strobe Pulse (GLES, Raspberry Pi)
|
||||
// ES 2.0; ein GPU-Pass.
|
||||
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 float param_rate;
|
||||
uniform float param_duty;
|
||||
uniform float param_attack;
|
||||
uniform float param_release;
|
||||
uniform float param_phase;
|
||||
uniform float param_sync_mode;
|
||||
uniform float param_minimum_level;
|
||||
uniform float param_mix;
|
||||
|
||||
varying vec2 v_uv;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 src = texture2D(u_input_texture, v_uv);
|
||||
float m = clamp(param_mix, 0.0, 1.0);
|
||||
if (m < 0.01)
|
||||
{
|
||||
gl_FragColor = src;
|
||||
return;
|
||||
}
|
||||
|
||||
float rate = clamp(param_rate, 0.0, 2.0); // sichere Obergrenze
|
||||
float t;
|
||||
if (param_sync_mode > 1.5) // beat
|
||||
t = u_audio_beat;
|
||||
else if (param_sync_mode > 0.5) // tap
|
||||
t = u_audio_peak;
|
||||
else // free
|
||||
t = u_time_seconds;
|
||||
|
||||
float period = max(rate, 0.0001);
|
||||
float phase = fract(t * period + param_phase);
|
||||
float duty = clamp(param_duty, 0.0, 1.0);
|
||||
float attack = max(param_attack, 0.0001);
|
||||
float release = max(param_release, 0.0001);
|
||||
|
||||
float level;
|
||||
if (phase < duty)
|
||||
level = smoothstep(0.0, attack, phase);
|
||||
else
|
||||
level = 1.0 - smoothstep(duty, min(duty + release, 1.0), phase);
|
||||
|
||||
level = mix(param_minimum_level, 1.0, level);
|
||||
level = clamp(level, 0.0, 1.0);
|
||||
|
||||
vec3 rgb = src.rgb * mix(1.0, level, m);
|
||||
vec4 out_c = vec4(rgb, src.a);
|
||||
out_c.rgb *= u_layer_opacity;
|
||||
out_c.a *= u_layer_opacity;
|
||||
gl_FragColor = out_c;
|
||||
}
|
||||
@@ -0,0 +1,178 @@
|
||||
{
|
||||
"schema_version": 1,
|
||||
"id": "com.hms.fx.transform2d",
|
||||
"name": "Transform 2D",
|
||||
"version": "1.0.0",
|
||||
"api_version": 1,
|
||||
"kind": "filter",
|
||||
"vendor": "HMS",
|
||||
"entrypoints": {
|
||||
"d3d11": {
|
||||
"type": "hlsl",
|
||||
"passes": [
|
||||
{
|
||||
"pixel_shader": "shaders/d3d11/pass1.hlsl"
|
||||
}
|
||||
]
|
||||
},
|
||||
"gl": {
|
||||
"type": "glsl",
|
||||
"passes": [
|
||||
{
|
||||
"fragment": "shaders/gl/pass1.frag"
|
||||
}
|
||||
]
|
||||
},
|
||||
"gles": {
|
||||
"type": "glsl_es",
|
||||
"passes": [
|
||||
{
|
||||
"fragment": "shaders/gles/pass1.frag"
|
||||
}
|
||||
]
|
||||
}
|
||||
},
|
||||
"capabilities": {
|
||||
"minimum_tier": "PI_LITE",
|
||||
"requires_input_texture": true,
|
||||
"supported_backends": [
|
||||
"d3d11",
|
||||
"gl",
|
||||
"gles"
|
||||
]
|
||||
},
|
||||
"adaptive_quality": {
|
||||
"default": "auto",
|
||||
"variants": [
|
||||
{
|
||||
"id": "low",
|
||||
"internal_scale": 1.0
|
||||
},
|
||||
{
|
||||
"id": "medium",
|
||||
"internal_scale": 1.0
|
||||
},
|
||||
{
|
||||
"id": "high",
|
||||
"internal_scale": 1.0
|
||||
}
|
||||
],
|
||||
"transition_ms": 180,
|
||||
"semantic_parameters_unchanged": [
|
||||
"position_x",
|
||||
"position_y",
|
||||
"scale_x",
|
||||
"scale_y",
|
||||
"rotation"
|
||||
]
|
||||
},
|
||||
"parameters": [
|
||||
{
|
||||
"id": "position_x",
|
||||
"label": "Position X",
|
||||
"type": "float",
|
||||
"minimum": -2.0,
|
||||
"maximum": 2.0,
|
||||
"default": 0.0,
|
||||
"dmx_slots": [
|
||||
1
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "position_y",
|
||||
"label": "Position Y",
|
||||
"type": "float",
|
||||
"minimum": -2.0,
|
||||
"maximum": 2.0,
|
||||
"default": 0.0,
|
||||
"dmx_slots": [
|
||||
2
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "scale_x",
|
||||
"label": "Scale X",
|
||||
"type": "float",
|
||||
"minimum": 0.1,
|
||||
"maximum": 4.0,
|
||||
"default": 1.0,
|
||||
"dmx_slots": [
|
||||
3
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "scale_y",
|
||||
"label": "Scale Y",
|
||||
"type": "float",
|
||||
"minimum": 0.1,
|
||||
"maximum": 4.0,
|
||||
"default": 1.0,
|
||||
"dmx_slots": [
|
||||
4
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "rotation",
|
||||
"label": "Rotation",
|
||||
"type": "float",
|
||||
"minimum": -180.0,
|
||||
"maximum": 180.0,
|
||||
"default": 0.0,
|
||||
"dmx_slots": [
|
||||
5
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "anchor_x",
|
||||
"label": "Anchor X",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 1.0,
|
||||
"default": 0.5,
|
||||
"dmx_slots": [
|
||||
6
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "anchor_y",
|
||||
"label": "Anchor Y",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 1.0,
|
||||
"default": 0.5,
|
||||
"dmx_slots": [
|
||||
7
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "wrap",
|
||||
"label": "Wrap / Tile",
|
||||
"type": "enum",
|
||||
"values": [
|
||||
"clamp",
|
||||
"repeat"
|
||||
],
|
||||
"default": "clamp"
|
||||
},
|
||||
{
|
||||
"id": "mix",
|
||||
"label": "Mix",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 1.0,
|
||||
"default": 1.0,
|
||||
"dmx_slots": [
|
||||
8
|
||||
],
|
||||
"curve": "linear"
|
||||
}
|
||||
],
|
||||
"failure_mode": "bypass"
|
||||
}
|
||||
@@ -0,0 +1,63 @@
|
||||
// HMS MediaEngine – Transform 2D
|
||||
// PLAN.md §15.2 Pflichtfilter; semantisch identisch über Backends (§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;
|
||||
float param_position_x;
|
||||
float param_position_y;
|
||||
float param_scale_x;
|
||||
float param_scale_y;
|
||||
float param_rotation;
|
||||
float param_anchor_x;
|
||||
float param_anchor_y;
|
||||
float param_wrap;
|
||||
float param_mix;
|
||||
float _pad0;
|
||||
};
|
||||
|
||||
float4 mainPS(float4 pos : SV_POSITION, float2 uv : TEXCOORD0) : SV_Target
|
||||
{
|
||||
float4 src = u_input_texture.Sample(u_sampler, uv);
|
||||
float m = saturate(param_mix);
|
||||
if (m < 0.001)
|
||||
{
|
||||
return src * u_layer_opacity;
|
||||
}
|
||||
|
||||
float2 anchor = float2(param_anchor_x, param_anchor_y);
|
||||
float2 p = uv - anchor;
|
||||
float sx = max(param_scale_x, 0.0001);
|
||||
float sy = max(param_scale_y, 0.0001);
|
||||
p = p / float2(sx, sy);
|
||||
float ang = radians(param_rotation);
|
||||
float c = cos(ang);
|
||||
float s = sin(ang);
|
||||
p = float2(p.x * c - p.y * s, p.x * s + p.y * c);
|
||||
p = p + float2(param_position_x, param_position_y);
|
||||
float2 new_uv = p + anchor;
|
||||
if (param_wrap > 0.5)
|
||||
{
|
||||
new_uv = frac(new_uv);
|
||||
}
|
||||
else
|
||||
{
|
||||
new_uv = clamp(new_uv, 0.0, 1.0);
|
||||
}
|
||||
float4 transformed = u_input_texture.Sample(u_sampler, new_uv);
|
||||
float4 result = lerp(src, transformed, m);
|
||||
return result * u_layer_opacity;
|
||||
}
|
||||
@@ -0,0 +1,63 @@
|
||||
#version 330 core
|
||||
// HMS MediaEngine – Transform 2D
|
||||
// PLAN.md §15.2 Pflichtfilter; GLSL (Linux x64), semantisch identisch zu HLSL (§12.6)
|
||||
|
||||
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_position_x;
|
||||
uniform float param_position_y;
|
||||
uniform float param_scale_x;
|
||||
uniform float param_scale_y;
|
||||
uniform float param_rotation;
|
||||
uniform float param_anchor_x;
|
||||
uniform float param_anchor_y;
|
||||
uniform float param_wrap;
|
||||
uniform float param_mix;
|
||||
|
||||
in vec2 v_uv;
|
||||
out vec4 fragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 uv = v_uv;
|
||||
vec4 src = texture(u_input_texture, uv);
|
||||
float m = clamp(param_mix, 0.0, 1.0);
|
||||
if (m < 0.001)
|
||||
{
|
||||
gl_FragColor = src * u_layer_opacity;
|
||||
return;
|
||||
}
|
||||
|
||||
vec2 anchor = vec2(param_anchor_x, param_anchor_y);
|
||||
vec2 p = uv - anchor;
|
||||
float sx = max(param_scale_x, 0.0001);
|
||||
float sy = max(param_scale_y, 0.0001);
|
||||
p = p / vec2(sx, sy);
|
||||
float ang = radians(param_rotation);
|
||||
float c = cos(ang);
|
||||
float s = sin(ang);
|
||||
p = vec2(p.x * c - p.y * s, p.x * s + p.y * c);
|
||||
p = p + vec2(param_position_x, param_position_y);
|
||||
vec2 new_uv = p + anchor;
|
||||
if (param_wrap > 0.5)
|
||||
{
|
||||
new_uv = fract(new_uv);
|
||||
}
|
||||
else
|
||||
{
|
||||
new_uv = clamp(new_uv, 0.0, 1.0);
|
||||
}
|
||||
vec4 transformed = texture(u_input_texture, new_uv);
|
||||
vec4 result = mix(src, transformed, m);
|
||||
gl_FragColor = result * u_layer_opacity;
|
||||
}
|
||||
@@ -0,0 +1,63 @@
|
||||
#version 100
|
||||
// HMS MediaEngine – Transform 2D
|
||||
// PLAN.md §15.2 Pflichtfilter; GLES (Raspberry Pi), ES 2.0
|
||||
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 float param_position_x;
|
||||
uniform float param_position_y;
|
||||
uniform float param_scale_x;
|
||||
uniform float param_scale_y;
|
||||
uniform float param_rotation;
|
||||
uniform float param_anchor_x;
|
||||
uniform float param_anchor_y;
|
||||
uniform float param_wrap;
|
||||
uniform float param_mix;
|
||||
|
||||
varying vec2 v_uv;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 uv = v_uv;
|
||||
vec4 src = texture2D(u_input_texture, uv);
|
||||
float m = clamp(param_mix, 0.0, 1.0);
|
||||
if (m < 0.001)
|
||||
{
|
||||
gl_FragColor = src * u_layer_opacity;
|
||||
return;
|
||||
}
|
||||
|
||||
vec2 anchor = vec2(param_anchor_x, param_anchor_y);
|
||||
vec2 p = uv - anchor;
|
||||
float sx = max(param_scale_x, 0.0001);
|
||||
float sy = max(param_scale_y, 0.0001);
|
||||
p = p / vec2(sx, sy);
|
||||
float ang = radians(param_rotation);
|
||||
float c = cos(ang);
|
||||
float s = sin(ang);
|
||||
p = vec2(p.x * c - p.y * s, p.x * s + p.y * c);
|
||||
p = p + vec2(param_position_x, param_position_y);
|
||||
vec2 new_uv = p + anchor;
|
||||
if (param_wrap > 0.5)
|
||||
{
|
||||
new_uv = fract(new_uv);
|
||||
}
|
||||
else
|
||||
{
|
||||
new_uv = clamp(new_uv, 0.0, 1.0);
|
||||
}
|
||||
vec4 transformed = texture2D(u_input_texture, new_uv);
|
||||
vec4 result = mix(src, transformed, m);
|
||||
gl_FragColor = result * u_layer_opacity;
|
||||
}
|
||||
@@ -0,0 +1,168 @@
|
||||
{
|
||||
"schema_version": 1,
|
||||
"id": "com.hms.fx.vignette",
|
||||
"name": "Vignette",
|
||||
"version": "1.0.0",
|
||||
"api_version": 1,
|
||||
"kind": "filter",
|
||||
"vendor": "HMS",
|
||||
"entrypoints": {
|
||||
"d3d11": {
|
||||
"type": "hlsl",
|
||||
"passes": [
|
||||
{
|
||||
"pixel_shader": "shaders/d3d11/main.hlsl"
|
||||
}
|
||||
]
|
||||
},
|
||||
"gl": {
|
||||
"type": "glsl",
|
||||
"passes": [
|
||||
{
|
||||
"fragment": "shaders/gl/main.frag"
|
||||
}
|
||||
]
|
||||
},
|
||||
"gles": {
|
||||
"type": "glsl_es",
|
||||
"passes": [
|
||||
{
|
||||
"fragment": "shaders/gles/main.frag"
|
||||
}
|
||||
]
|
||||
}
|
||||
},
|
||||
"capabilities": {
|
||||
"minimum_tier": "PI_LITE",
|
||||
"requires_input_texture": true,
|
||||
"supported_backends": [
|
||||
"d3d11",
|
||||
"gl",
|
||||
"gles"
|
||||
]
|
||||
},
|
||||
"parameters": [
|
||||
{
|
||||
"id": "amount",
|
||||
"label": "Amount",
|
||||
"type": "float",
|
||||
"minimum": 0,
|
||||
"maximum": 1,
|
||||
"default": 0.5,
|
||||
"dmx_slots": [
|
||||
1
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "radius",
|
||||
"label": "Radius",
|
||||
"type": "float",
|
||||
"minimum": 0,
|
||||
"maximum": 2,
|
||||
"default": 0.5,
|
||||
"dmx_slots": [
|
||||
2
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "softness",
|
||||
"label": "Softness",
|
||||
"type": "float",
|
||||
"minimum": 0,
|
||||
"maximum": 1,
|
||||
"default": 0.4,
|
||||
"dmx_slots": [
|
||||
3
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "roundness",
|
||||
"label": "Roundness",
|
||||
"type": "float",
|
||||
"minimum": 0,
|
||||
"maximum": 1,
|
||||
"default": 0.5,
|
||||
"dmx_slots": [
|
||||
4
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "center_x",
|
||||
"label": "Center X",
|
||||
"type": "float",
|
||||
"minimum": 0,
|
||||
"maximum": 1,
|
||||
"default": 0.5,
|
||||
"dmx_slots": [
|
||||
5
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "center_y",
|
||||
"label": "Center Y",
|
||||
"type": "float",
|
||||
"minimum": 0,
|
||||
"maximum": 1,
|
||||
"default": 0.5,
|
||||
"dmx_slots": [
|
||||
6
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "color",
|
||||
"label": "Color",
|
||||
"type": "color",
|
||||
"default": [
|
||||
0,
|
||||
0,
|
||||
0
|
||||
],
|
||||
"dmx_slots": [
|
||||
7
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "invert",
|
||||
"label": "Invert",
|
||||
"type": "bool",
|
||||
"default": 0,
|
||||
"dmx_slots": [
|
||||
8
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "mix",
|
||||
"label": "Mix",
|
||||
"type": "float",
|
||||
"minimum": 0,
|
||||
"maximum": 1,
|
||||
"default": 1,
|
||||
"dmx_slots": []
|
||||
}
|
||||
],
|
||||
"failure_mode": "bypass",
|
||||
"adaptive_quality": {
|
||||
"default": "auto",
|
||||
"variants": [
|
||||
{
|
||||
"id": "low",
|
||||
"internal_scale": 1.0,
|
||||
"samples": 1
|
||||
},
|
||||
{
|
||||
"id": "medium",
|
||||
"internal_scale": 1.0,
|
||||
"samples": 1
|
||||
},
|
||||
{
|
||||
"id": "high",
|
||||
"internal_scale": 1.0,
|
||||
"samples": 1
|
||||
}
|
||||
],
|
||||
"transition_ms": 180,
|
||||
"semantic_parameters_unchanged": [
|
||||
"mix"
|
||||
]
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,64 @@
|
||||
// HMS MediaEngine - Vignette (PLAN.md §15.2)
|
||||
// Randabdunklung/-färbung; ein GPU-Pass.
|
||||
|
||||
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;
|
||||
float param_amount;
|
||||
float param_radius;
|
||||
float param_softness;
|
||||
float param_roundness;
|
||||
float param_center_x;
|
||||
float param_center_y;
|
||||
float param_color_r;
|
||||
float param_color_g;
|
||||
float param_color_b;
|
||||
float param_invert; // 0 = abdunkeln, 1 = aufhellen
|
||||
float param_mix;
|
||||
float _pad0;
|
||||
float _pad1;
|
||||
float _pad2;
|
||||
float _pad3;
|
||||
};
|
||||
|
||||
float4 mainPS(float4 pos : SV_POSITION, float2 uv : TEXCOORD0) : SV_Target
|
||||
{
|
||||
float4 src = u_input_texture.Sample(u_sampler, uv);
|
||||
float m = saturate(param_mix);
|
||||
if (m < 0.01)
|
||||
{
|
||||
return src; // Mix 0 = kostenloser Bypass (§15.3)
|
||||
}
|
||||
|
||||
float2 c = float2(param_center_x, param_center_y);
|
||||
float2 d = uv - c;
|
||||
d.x *= lerp(1.0, u_resolution.x / max(u_resolution.y, 1.0), param_roundness);
|
||||
float dist = length(d);
|
||||
|
||||
float radius = max(param_radius, 0.0001);
|
||||
float soft = max(param_softness, 0.0001);
|
||||
float v = smoothstep(radius, radius + soft, dist);
|
||||
v = saturate(v * param_amount);
|
||||
if (param_invert > 0.5)
|
||||
v = 1.0 - v;
|
||||
|
||||
float3 vignette = lerp(src.rgb, float3(param_color_r, param_color_g, param_color_b), v);
|
||||
float3 rgb = lerp(src.rgb, vignette, m);
|
||||
float4 out_c = float4(rgb, src.a);
|
||||
out_c.rgb *= u_layer_opacity;
|
||||
out_c.a *= u_layer_opacity;
|
||||
return out_c;
|
||||
}
|
||||
@@ -0,0 +1,60 @@
|
||||
#version 330 core
|
||||
// HMS MediaEngine - Vignette (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_amount;
|
||||
uniform float param_radius;
|
||||
uniform float param_softness;
|
||||
uniform float param_roundness;
|
||||
uniform float param_center_x;
|
||||
uniform float param_center_y;
|
||||
uniform float param_color_r;
|
||||
uniform float param_color_g;
|
||||
uniform float param_color_b;
|
||||
uniform float param_invert;
|
||||
uniform float param_mix;
|
||||
|
||||
in vec2 v_uv;
|
||||
out vec4 fragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 src = texture(u_input_texture, v_uv);
|
||||
float m = clamp(param_mix, 0.0, 1.0);
|
||||
if (m < 0.01)
|
||||
{
|
||||
fragColor = src;
|
||||
return;
|
||||
}
|
||||
|
||||
vec2 c = vec2(param_center_x, param_center_y);
|
||||
vec2 d = v_uv - c;
|
||||
d.x *= mix(1.0, u_resolution.x / max(u_resolution.y, 1.0), param_roundness);
|
||||
float dist = length(d);
|
||||
|
||||
float radius = max(param_radius, 0.0001);
|
||||
float soft = max(param_softness, 0.0001);
|
||||
float v = smoothstep(radius, radius + soft, dist);
|
||||
v = clamp(v * param_amount, 0.0, 1.0);
|
||||
if (param_invert > 0.5)
|
||||
v = 1.0 - v;
|
||||
|
||||
vec3 vignette = mix(src.rgb, vec3(param_color_r, param_color_g, param_color_b), v);
|
||||
vec3 rgb = mix(src.rgb, vignette, m);
|
||||
vec4 out_c = vec4(rgb, src.a);
|
||||
out_c.rgb *= u_layer_opacity;
|
||||
out_c.a *= u_layer_opacity;
|
||||
fragColor = out_c;
|
||||
}
|
||||
@@ -0,0 +1,60 @@
|
||||
#version 100
|
||||
// HMS MediaEngine - Vignette (GLES, Raspberry Pi)
|
||||
// ES 2.0; ein GPU-Pass.
|
||||
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 float param_amount;
|
||||
uniform float param_radius;
|
||||
uniform float param_softness;
|
||||
uniform float param_roundness;
|
||||
uniform float param_center_x;
|
||||
uniform float param_center_y;
|
||||
uniform float param_color_r;
|
||||
uniform float param_color_g;
|
||||
uniform float param_color_b;
|
||||
uniform float param_invert;
|
||||
uniform float param_mix;
|
||||
|
||||
varying vec2 v_uv;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 src = texture2D(u_input_texture, v_uv);
|
||||
float m = clamp(param_mix, 0.0, 1.0);
|
||||
if (m < 0.01)
|
||||
{
|
||||
gl_FragColor = src;
|
||||
return;
|
||||
}
|
||||
|
||||
vec2 c = vec2(param_center_x, param_center_y);
|
||||
vec2 d = v_uv - c;
|
||||
d.x *= mix(1.0, u_resolution.x / max(u_resolution.y, 1.0), param_roundness);
|
||||
float dist = length(d);
|
||||
|
||||
float radius = max(param_radius, 0.0001);
|
||||
float soft = max(param_softness, 0.0001);
|
||||
float v = smoothstep(radius, radius + soft, dist);
|
||||
v = clamp(v * param_amount, 0.0, 1.0);
|
||||
if (param_invert > 0.5)
|
||||
v = 1.0 - v;
|
||||
|
||||
vec3 vignette = mix(src.rgb, vec3(param_color_r, param_color_g, param_color_b), v);
|
||||
vec3 rgb = mix(src.rgb, vignette, m);
|
||||
vec4 out_c = vec4(rgb, src.a);
|
||||
out_c.rgb *= u_layer_opacity;
|
||||
out_c.a *= u_layer_opacity;
|
||||
gl_FragColor = out_c;
|
||||
}
|
||||
@@ -0,0 +1,168 @@
|
||||
{
|
||||
"schema_version": 1,
|
||||
"id": "com.hms.fx.wave_displace",
|
||||
"name": "Wave Displace",
|
||||
"version": "1.0.0",
|
||||
"api_version": 1,
|
||||
"kind": "filter",
|
||||
"vendor": "HMS",
|
||||
"entrypoints": {
|
||||
"d3d11": {
|
||||
"type": "hlsl",
|
||||
"passes": [
|
||||
{
|
||||
"pixel_shader": "shaders/d3d11/main.hlsl"
|
||||
}
|
||||
]
|
||||
},
|
||||
"gl": {
|
||||
"type": "glsl",
|
||||
"passes": [
|
||||
{
|
||||
"fragment": "shaders/gl/main.frag"
|
||||
}
|
||||
]
|
||||
},
|
||||
"gles": {
|
||||
"type": "glsl_es",
|
||||
"passes": [
|
||||
{
|
||||
"fragment": "shaders/gles/main.frag"
|
||||
}
|
||||
]
|
||||
}
|
||||
},
|
||||
"capabilities": {
|
||||
"minimum_tier": "PI_LITE",
|
||||
"requires_input_texture": true,
|
||||
"supported_backends": [
|
||||
"d3d11",
|
||||
"gl",
|
||||
"gles"
|
||||
]
|
||||
},
|
||||
"parameters": [
|
||||
{
|
||||
"id": "amount_x",
|
||||
"label": "Amount X",
|
||||
"type": "float",
|
||||
"minimum": 0,
|
||||
"maximum": 100,
|
||||
"default": 10,
|
||||
"dmx_slots": [
|
||||
1
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "amount_y",
|
||||
"label": "Amount Y",
|
||||
"type": "float",
|
||||
"minimum": 0,
|
||||
"maximum": 100,
|
||||
"default": 10,
|
||||
"dmx_slots": [
|
||||
2
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "frequency",
|
||||
"label": "Frequency",
|
||||
"type": "float",
|
||||
"minimum": 0,
|
||||
"maximum": 20,
|
||||
"default": 2,
|
||||
"dmx_slots": [
|
||||
3
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "angle",
|
||||
"label": "Angle",
|
||||
"type": "float",
|
||||
"minimum": 0,
|
||||
"maximum": 360,
|
||||
"default": 0,
|
||||
"dmx_slots": [
|
||||
4
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "phase",
|
||||
"label": "Phase",
|
||||
"type": "float",
|
||||
"minimum": 0,
|
||||
"maximum": 6.283,
|
||||
"default": 0,
|
||||
"dmx_slots": [
|
||||
5
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "speed",
|
||||
"label": "Speed",
|
||||
"type": "float",
|
||||
"minimum": 0,
|
||||
"maximum": 10,
|
||||
"default": 1,
|
||||
"dmx_slots": [
|
||||
6
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "noise_scale",
|
||||
"label": "Noise Scale",
|
||||
"type": "float",
|
||||
"minimum": 0.1,
|
||||
"maximum": 20,
|
||||
"default": 4,
|
||||
"dmx_slots": [
|
||||
7
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "edge_mode",
|
||||
"label": "Edge Mode",
|
||||
"type": "enum",
|
||||
"values": [
|
||||
"clamp",
|
||||
"repeat"
|
||||
],
|
||||
"default": "clamp",
|
||||
"dmx_slots": [
|
||||
8
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "mix",
|
||||
"label": "Mix",
|
||||
"type": "float",
|
||||
"minimum": 0,
|
||||
"maximum": 1,
|
||||
"default": 1,
|
||||
"dmx_slots": []
|
||||
}
|
||||
],
|
||||
"failure_mode": "bypass",
|
||||
"adaptive_quality": {
|
||||
"default": "auto",
|
||||
"variants": [
|
||||
{
|
||||
"id": "low",
|
||||
"noise_octaves": 4
|
||||
},
|
||||
{
|
||||
"id": "medium",
|
||||
"noise_octaves": 8
|
||||
},
|
||||
{
|
||||
"id": "high",
|
||||
"noise_octaves": 16
|
||||
}
|
||||
],
|
||||
"transition_ms": 180,
|
||||
"semantic_parameters_unchanged": [
|
||||
"amount_x",
|
||||
"amount_y"
|
||||
]
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,99 @@
|
||||
// HMS MediaEngine - Wave Displace (PLAN.md §15.2)
|
||||
// Wave-, Turbulence- und Noise-Displacement; Noise-Detail adaptiv (§15.2).
|
||||
// Amount X/Y bleiben bei Qualitätswechsel semantisch unverändert.
|
||||
|
||||
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;
|
||||
float param_amount_x;
|
||||
float param_amount_y;
|
||||
float param_frequency;
|
||||
float param_angle;
|
||||
float param_phase;
|
||||
float param_speed;
|
||||
float param_noise_scale;
|
||||
float param_edge_mode; // 0 = clamp, 1 = repeat
|
||||
float param_mix;
|
||||
float u_quality_octaves; // 4 | 8 | 16 je Variante
|
||||
float _pad0;
|
||||
float _pad1;
|
||||
float _pad2;
|
||||
};
|
||||
|
||||
float hash21(float2 p)
|
||||
{
|
||||
p = frac(p * float2(123.34, 456.21));
|
||||
p += dot(p, p + 45.32);
|
||||
return frac(p.x * p.y);
|
||||
}
|
||||
|
||||
float value_noise(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;
|
||||
[loop]
|
||||
for (float i = 0.0; i < octaves; i += 1.0)
|
||||
{
|
||||
v += amp * value_noise(p * freq);
|
||||
amp *= 0.5;
|
||||
freq *= 2.0;
|
||||
}
|
||||
return v;
|
||||
}
|
||||
|
||||
float2 wrap_uv(float2 uv)
|
||||
{
|
||||
if (param_edge_mode > 0.5)
|
||||
return frac(uv);
|
||||
return clamp(uv, 0.0, 1.0);
|
||||
}
|
||||
|
||||
float4 mainPS(float4 pos : SV_POSITION, float2 uv : TEXCOORD0) : SV_Target
|
||||
{
|
||||
float4 src = u_input_texture.Sample(u_sampler, uv);
|
||||
float m = saturate(param_mix);
|
||||
if (m < 0.01)
|
||||
{
|
||||
return src; // Mix 0 = kostenloser Bypass (§15.3)
|
||||
}
|
||||
|
||||
float angle = radians(param_angle);
|
||||
float2 dir = float2(cos(angle), sin(angle));
|
||||
float t = u_time_seconds * param_speed;
|
||||
float wave = sin(dot(uv, dir) * param_frequency * 6.28318 + t + param_phase);
|
||||
float noise = fbm(uv * param_noise_scale + t * 0.1, u_quality_octaves);
|
||||
float field = wave * 0.5 + noise;
|
||||
float2 offset = float2(field * param_amount_x, field * param_amount_y) * 0.01;
|
||||
|
||||
float4 displaced = u_input_texture.Sample(u_sampler, wrap_uv(uv + offset));
|
||||
float4 out_c = lerp(src, displaced, m);
|
||||
out_c.rgb *= u_layer_opacity;
|
||||
out_c.a *= u_layer_opacity;
|
||||
return out_c;
|
||||
}
|
||||
@@ -0,0 +1,94 @@
|
||||
#version 330 core
|
||||
// HMS MediaEngine - Wave Displace (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_amount_x;
|
||||
uniform float param_amount_y;
|
||||
uniform float param_frequency;
|
||||
uniform float param_angle;
|
||||
uniform float param_phase;
|
||||
uniform float param_speed;
|
||||
uniform float param_noise_scale;
|
||||
uniform float param_edge_mode;
|
||||
uniform float param_mix;
|
||||
uniform float u_quality_octaves;
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
float value_noise(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 * value_noise(p * freq);
|
||||
amp *= 0.5;
|
||||
freq *= 2.0;
|
||||
}
|
||||
return v;
|
||||
}
|
||||
|
||||
vec2 wrap_uv(vec2 uv)
|
||||
{
|
||||
if (param_edge_mode > 0.5)
|
||||
return fract(uv);
|
||||
return clamp(uv, 0.0, 1.0);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 src = texture(u_input_texture, v_uv);
|
||||
float m = clamp(param_mix, 0.0, 1.0);
|
||||
if (m < 0.01)
|
||||
{
|
||||
fragColor = src;
|
||||
return;
|
||||
}
|
||||
|
||||
float angle = radians(param_angle);
|
||||
vec2 dir = vec2(cos(angle), sin(angle));
|
||||
float t = u_time_seconds * param_speed;
|
||||
float wave = sin(dot(v_uv, dir) * param_frequency * 6.28318 + t + param_phase);
|
||||
float noise = fbm(v_uv * param_noise_scale + t * 0.1, u_quality_octaves);
|
||||
float field = wave * 0.5 + noise;
|
||||
vec2 offset = vec2(field * param_amount_x, field * param_amount_y) * 0.01;
|
||||
|
||||
vec4 displaced = texture(u_input_texture, wrap_uv(v_uv + offset));
|
||||
vec4 out_c = mix(src, displaced, m);
|
||||
out_c.rgb *= u_layer_opacity;
|
||||
out_c.a *= u_layer_opacity;
|
||||
fragColor = out_c;
|
||||
}
|
||||
@@ -0,0 +1,95 @@
|
||||
#version 100
|
||||
// HMS MediaEngine - Wave Displace (GLES, Raspberry Pi)
|
||||
// ES 2.0: Schleifen mit konstanter Höchstgrenze; Abbruch über Bedingung.
|
||||
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 float param_amount_x;
|
||||
uniform float param_amount_y;
|
||||
uniform float param_frequency;
|
||||
uniform float param_angle;
|
||||
uniform float param_phase;
|
||||
uniform float param_speed;
|
||||
uniform float param_noise_scale;
|
||||
uniform float param_edge_mode;
|
||||
uniform float param_mix;
|
||||
uniform float u_quality_octaves;
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
float value_noise(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 < 16; i++)
|
||||
{
|
||||
if (float(i) >= octaves) { break; }
|
||||
v += amp * value_noise(p * freq);
|
||||
amp *= 0.5;
|
||||
freq *= 2.0;
|
||||
}
|
||||
return v;
|
||||
}
|
||||
|
||||
vec2 wrap_uv(vec2 uv)
|
||||
{
|
||||
if (param_edge_mode > 0.5)
|
||||
return fract(uv);
|
||||
return clamp(uv, 0.0, 1.0);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 src = texture2D(u_input_texture, v_uv);
|
||||
float m = clamp(param_mix, 0.0, 1.0);
|
||||
if (m < 0.01)
|
||||
{
|
||||
gl_FragColor = src;
|
||||
return;
|
||||
}
|
||||
|
||||
float angle = radians(param_angle);
|
||||
vec2 dir = vec2(cos(angle), sin(angle));
|
||||
float t = u_time_seconds * param_speed;
|
||||
float wave = sin(dot(v_uv, dir) * param_frequency * 6.28318 + t + param_phase);
|
||||
float noise = fbm(v_uv * param_noise_scale + t * 0.1, u_quality_octaves);
|
||||
float field = wave * 0.5 + noise;
|
||||
vec2 offset = vec2(field * param_amount_x, field * param_amount_y) * 0.01;
|
||||
|
||||
vec4 displaced = texture2D(u_input_texture, wrap_uv(v_uv + offset));
|
||||
vec4 out_c = mix(src, displaced, m);
|
||||
out_c.rgb *= u_layer_opacity;
|
||||
out_c.a *= u_layer_opacity;
|
||||
gl_FragColor = out_c;
|
||||
}
|
||||
Reference in New Issue
Block a user