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
This commit is contained in:
@@ -0,0 +1,155 @@
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{
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"schema_version": 1,
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"id": "com.hms.generator.checker_grid",
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"name": "Checker Grid",
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"version": "1.0.0",
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"api_version": 1,
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"kind": "generator",
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"vendor": "HMS",
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"entrypoints": {
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"d3d11": {
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"type": "hlsl_singlepass",
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"passes": [
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{
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"pixel_shader": "shaders/d3d11/checker_grid.hlsl"
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}
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]
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},
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"gl": {
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"type": "glsl_singlepass",
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"passes": [
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{
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"fragment": "shaders/gl/checker_grid.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_singlepass",
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"passes": [
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{
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"fragment": "shaders/gles/checker_grid.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": false,
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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": 0.5,
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"samples": 1
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},
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{
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"id": "medium",
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"internal_scale": 1.0,
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"samples": 1
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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": 1
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}
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]
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},
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"parameters": [
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{
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"id": "color_a",
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"label": "Color A",
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"type": "color",
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"default": [
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1.0,
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1.0,
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1.0,
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1.0
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],
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"dmx_slots": [
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1,
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2,
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3,
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4
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]
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},
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{
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"id": "color_b",
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"label": "Color B",
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"type": "color",
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"default": [
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0.0,
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0.0,
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0.0,
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1.0
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],
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"dmx_slots": [
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5,
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6,
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7,
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8
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]
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},
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{
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"id": "cell_size",
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"label": "Cell Size",
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"type": "float",
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"minimum": 0.01,
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"maximum": 1.0,
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"default": 0.1,
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"curve": "quadratic"
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},
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{
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"id": "line_width",
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"label": "Line Width",
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"type": "float",
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"minimum": 0.0,
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"maximum": 0.5,
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"default": 0.02,
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"curve": "linear"
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},
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{
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"id": "offset_x",
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"label": "Offset X",
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"type": "float",
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"minimum": -1.0,
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"maximum": 1.0,
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"default": 0.0,
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"curve": "linear"
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},
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{
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"id": "offset_y",
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"label": "Offset Y",
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"type": "float",
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"minimum": -1.0,
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"maximum": 1.0,
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"default": 0.0,
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"curve": "linear"
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},
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{
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"id": "angle",
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"label": "Angle",
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"type": "float",
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"minimum": 0.0,
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"maximum": 360.0,
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"default": 0.0,
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"curve": "linear"
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},
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{
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"id": "speed",
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"label": "Speed",
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"type": "float",
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"minimum": -2.0,
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"maximum": 2.0,
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"default": 0.5,
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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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+51
@@ -0,0 +1,51 @@
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// HMS MediaEngine - Generator (D3D11)
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// Erzeugt ohne Eingangstextur; cbuffer-Satz identisch zu Filtern (§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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float4 param_color_a;
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float4 param_color_b;
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float param_cell_size;
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float param_line_width;
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float param_offset_x;
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float param_offset_y;
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float param_angle;
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float param_speed;
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float _pad0;
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float _pad1;
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float _pad2;
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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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float ang = radians(param_angle);
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float2 dir = float2(cos(ang), sin(ang));
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float2 perp = float2(-dir.y, dir.x);
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float2 p = uv + float2(param_offset_x, param_offset_y);
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p += dir * (u_time_seconds * param_speed);
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float2 coord = float2(dot(p, dir), dot(p, perp)) / max(param_cell_size, 0.0001);
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float2 cell = floor(coord);
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float2 f = frac(coord);
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float checker = step(0.5, frac(cell.x * 0.5 + cell.y * 0.5));
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float lw = max(param_line_width, 0.0);
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float line = step(1.0 - lw, min(f.x, f.y));
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float4 col = lerp(param_color_a, param_color_b, checker);
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col = lerp(col, param_color_b, line);
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col.a *= u_layer_opacity;
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return col;
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}
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+47
@@ -0,0 +1,47 @@
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#version 330 core
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// HMS MediaEngine - Generator (GLSL, Linux x64)
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// Semantik identisch zur HLSL-Variante (§12.6, §15.4).
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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 vec4 param_color_a;
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uniform vec4 param_color_b;
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uniform float param_cell_size;
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uniform float param_line_width;
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uniform float param_offset_x;
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uniform float param_offset_y;
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uniform float param_angle;
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uniform float param_speed;
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in vec2 v_uv;
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out vec4 fragColor;
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void main()
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{
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float ang = radians(param_angle);
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vec2 dir = vec2(cos(ang), sin(ang));
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vec2 perp = vec2(-dir.y, dir.x);
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vec2 p = v_uv + vec2(param_offset_x, param_offset_y);
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p += dir * (u_time_seconds * param_speed);
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vec2 coord = vec2(dot(p, dir), dot(p, perp)) / max(param_cell_size, 0.0001);
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vec2 cell = floor(coord);
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vec2 f = fract(coord);
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float checker = step(0.5, fract(cell.x * 0.5 + cell.y * 0.5));
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float lw = max(param_line_width, 0.0);
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float line = step(1.0 - lw, min(f.x, f.y));
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vec4 col = mix(param_color_a, param_color_b, checker);
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col = mix(col, param_color_b, line);
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col.a *= u_layer_opacity;
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fragColor = col;
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}
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+47
@@ -0,0 +1,47 @@
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#version 100
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// HMS MediaEngine - Generator (GLES, Raspberry Pi)
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// ES 2.0: texture2D, varying, gl_FragColor, Schleifen mit konstanter Höchstgrenze.
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precision mediump float;
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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 vec4 param_color_a;
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uniform vec4 param_color_b;
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uniform float param_cell_size;
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uniform float param_line_width;
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uniform float param_offset_x;
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uniform float param_offset_y;
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uniform float param_angle;
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uniform float param_speed;
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varying vec2 v_uv;
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void main()
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{
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float ang = radians(param_angle);
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vec2 dir = vec2(cos(ang), sin(ang));
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vec2 perp = vec2(-dir.y, dir.x);
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vec2 p = v_uv + vec2(param_offset_x, param_offset_y);
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p += dir * (u_time_seconds * param_speed);
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vec2 coord = vec2(dot(p, dir), dot(p, perp)) / max(param_cell_size, 0.0001);
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vec2 cell = floor(coord);
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vec2 f = fract(coord);
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float checker = step(0.5, fract(cell.x * 0.5 + cell.y * 0.5));
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float lw = max(param_line_width, 0.0);
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float line = step(1.0 - lw, min(f.x, f.y));
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vec4 col = mix(param_color_a, param_color_b, checker);
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col = mix(col, param_color_b, line);
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col.a *= u_layer_opacity;
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gl_FragColor = col;
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}
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@@ -0,0 +1,181 @@
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{
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"schema_version": 1,
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"id": "com.hms.generator.drops_ripples",
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"name": "Drops & Ripples",
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"version": "1.0.0",
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"api_version": 1,
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"kind": "generator",
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"vendor": "HMS",
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"entrypoints": {
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"d3d11": {
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"type": "hlsl_singlepass",
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"passes": [
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{
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"pixel_shader": "shaders/d3d11/drops_ripples.hlsl"
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}
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]
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},
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"gl": {
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"type": "glsl_singlepass",
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"passes": [
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{
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"fragment": "shaders/gl/drops_ripples.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_singlepass",
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"passes": [
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{
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"fragment": "shaders/gles/drops_ripples.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": false,
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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": 0.5,
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"samples": 8
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},
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{
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"id": "medium",
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"internal_scale": 0.75,
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"samples": 24
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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": 64
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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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"density",
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"seed"
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]
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},
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"parameters": [
|
||||
{
|
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"id": "color_a",
|
||||
"label": "Color A",
|
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"type": "color",
|
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"default": [
|
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0.2,
|
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0.8,
|
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1.0,
|
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1.0
|
||||
],
|
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"dmx_slots": [
|
||||
1
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "color_b",
|
||||
"label": "Color B",
|
||||
"type": "color",
|
||||
"default": [
|
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1.0,
|
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0.4,
|
||||
0.2,
|
||||
1.0
|
||||
],
|
||||
"dmx_slots": [
|
||||
2
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "density",
|
||||
"label": "Density",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 1.0,
|
||||
"default": 0.5,
|
||||
"dmx_slots": [
|
||||
3
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "size",
|
||||
"label": "Size",
|
||||
"type": "float",
|
||||
"minimum": 0.01,
|
||||
"maximum": 0.3,
|
||||
"default": 0.05,
|
||||
"dmx_slots": [
|
||||
4
|
||||
],
|
||||
"curve": "quadratic"
|
||||
},
|
||||
{
|
||||
"id": "lifetime",
|
||||
"label": "Lifetime",
|
||||
"type": "float",
|
||||
"minimum": 0.1,
|
||||
"maximum": 4.0,
|
||||
"default": 1.5,
|
||||
"dmx_slots": [
|
||||
5
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "speed",
|
||||
"label": "Speed",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 4.0,
|
||||
"default": 1.0,
|
||||
"dmx_slots": [
|
||||
6
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "ripple_width",
|
||||
"label": "Ripple Width",
|
||||
"type": "float",
|
||||
"minimum": 0.5,
|
||||
"maximum": 20.0,
|
||||
"default": 6.0,
|
||||
"dmx_slots": [
|
||||
7
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "direction",
|
||||
"label": "Direction",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 6.2831853,
|
||||
"default": 0.0,
|
||||
"dmx_slots": [
|
||||
8
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "seed",
|
||||
"label": "Seed",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 100.0,
|
||||
"default": 1.0,
|
||||
"curve": "linear"
|
||||
}
|
||||
],
|
||||
"failure_mode": "bypass"
|
||||
}
|
||||
+74
@@ -0,0 +1,74 @@
|
||||
// Drops & Ripples Generator
|
||||
// HMS MediaEngine – Generator (kein Eingangstextur-Bezug, cbuffer identisch §14.4)
|
||||
// D3D11-Pixelshader (PS_5_0). Semantik identisch zu GL/GLES (§12.6, §15.1).
|
||||
|
||||
Texture2D u_input_texture : register(t0);
|
||||
SamplerState u_sampler : register(s0);
|
||||
|
||||
cbuffer hms_params : register(b0)
|
||||
{
|
||||
float4 u_resolution; // xy = Auflösung in Pixeln
|
||||
float u_time_seconds;
|
||||
float u_delta_seconds;
|
||||
float u_frame_index;
|
||||
float u_layer_opacity;
|
||||
float u_audio_rms;
|
||||
float u_audio_peak;
|
||||
float u_audio_bass;
|
||||
float u_audio_mid;
|
||||
float u_audio_treble;
|
||||
float u_audio_beat;
|
||||
float4 param_color_a;
|
||||
float4 param_color_b;
|
||||
float param_density;
|
||||
float param_size;
|
||||
float param_lifetime;
|
||||
float param_speed;
|
||||
float param_ripple_width;
|
||||
float param_direction;
|
||||
float param_seed;
|
||||
float u_quality_samples; // AQ-Variante (Backend-Bindung)
|
||||
float _pad0; // 16-Byte-Alignment
|
||||
float _pad1; // 16-Byte-Alignment
|
||||
};
|
||||
|
||||
float hash21(float2 p)
|
||||
{
|
||||
p = frac(p * float2(123.34, 456.21));
|
||||
p += dot(p, p + 45.32);
|
||||
return frac(p.x * p.y);
|
||||
}
|
||||
|
||||
float4 mainPS(float4 pos : SV_POSITION, float2 uv : TEXCOORD0) : SV_Target
|
||||
{
|
||||
float2 p = uv - 0.5;
|
||||
float t = u_time_seconds * param_speed;
|
||||
float maxN = clamp(u_quality_samples, 1.0, 64.0);
|
||||
float dirx = cos(param_direction);
|
||||
float diry = sin(param_direction);
|
||||
float acc = 0.0;
|
||||
float colAcc = 0.0;
|
||||
[loop]
|
||||
for (int i = 0; i < 64; i++)
|
||||
{
|
||||
if (float(i) >= maxN) { break; }
|
||||
float2 base = float2(hash21(float2(float(i) + param_seed, 1.0)), hash21(float2(float(i) + param_seed, 2.0)));
|
||||
float life = frac(t * 0.5 + float(i) * 0.37 + param_seed);
|
||||
float age = life * param_lifetime;
|
||||
float2 pos = base - 0.5 + float2(dirx, diry) * (age * 0.15);
|
||||
pos = frac(pos + 0.5) - 0.5;
|
||||
float2 dp = p - pos;
|
||||
float dist = length(dp);
|
||||
float drop = exp(-dist * dist / max(param_size * param_size, 1e-5));
|
||||
float ring = sin(dist * param_ripple_width - age * 8.0);
|
||||
float ringMask = exp(-abs(dist - age * 0.3) * param_ripple_width * 0.5);
|
||||
float v = drop + ring * ringMask * 0.5;
|
||||
v *= (1.0 - life);
|
||||
acc += v;
|
||||
colAcc += v * (float(i) / max(maxN - 1.0, 1.0));
|
||||
}
|
||||
acc = saturate(acc);
|
||||
float mixT = maxN > 1.0 ? colAcc / max(acc, 1e-5) : 0.0;
|
||||
float3 col = lerp(param_color_a.rgb, param_color_b.rgb, mixT);
|
||||
return float4(col * acc * u_layer_opacity, acc * u_layer_opacity);
|
||||
}
|
||||
+68
@@ -0,0 +1,68 @@
|
||||
// Drops & Ripples Generator
|
||||
// HMS MediaEngine – Generator (GLSL, Linux x64). Semantik identisch zu HLSL/GLES (§12.6, §15.1).
|
||||
#version 330 core
|
||||
|
||||
uniform vec2 u_resolution;
|
||||
uniform float u_time_seconds;
|
||||
uniform float u_delta_seconds;
|
||||
uniform float u_frame_index;
|
||||
uniform float u_layer_opacity;
|
||||
uniform float u_audio_rms;
|
||||
uniform float u_audio_peak;
|
||||
uniform float u_audio_bass;
|
||||
uniform float u_audio_mid;
|
||||
uniform float u_audio_treble;
|
||||
uniform float u_audio_beat;
|
||||
uniform float4 param_color_a;
|
||||
uniform float4 param_color_b;
|
||||
uniform float param_density;
|
||||
uniform float param_size;
|
||||
uniform float param_lifetime;
|
||||
uniform float param_speed;
|
||||
uniform float param_ripple_width;
|
||||
uniform float param_direction;
|
||||
uniform float param_seed;
|
||||
uniform float u_quality_samples;
|
||||
|
||||
in vec2 v_uv;
|
||||
out vec4 fragColor;
|
||||
|
||||
float hash21(vec2 p)
|
||||
{
|
||||
p = fract(p * vec2(123.34, 456.21));
|
||||
p += dot(p, p + 45.32);
|
||||
return fract(p.x * p.y);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 p = v_uv - 0.5;
|
||||
float t = u_time_seconds * param_speed;
|
||||
float maxN = clamp(u_quality_samples, 1.0, 64.0);
|
||||
float dirx = cos(param_direction);
|
||||
float diry = sin(param_direction);
|
||||
float acc = 0.0;
|
||||
float colAcc = 0.0;
|
||||
for (int i = 0; i < 64; i++)
|
||||
{
|
||||
if (float(i) >= maxN) { break; }
|
||||
vec2 base = vec2(hash21(vec2(float(i) + param_seed, 1.0)), hash21(vec2(float(i) + param_seed, 2.0)));
|
||||
float life = fract(t * 0.5 + float(i) * 0.37 + param_seed);
|
||||
float age = life * param_lifetime;
|
||||
vec2 pos = base - 0.5 + vec2(dirx, diry) * (age * 0.15);
|
||||
pos = fract(pos + 0.5) - 0.5;
|
||||
vec2 dp = p - pos;
|
||||
float dist = length(dp);
|
||||
float drop = exp(-dist * dist / max(param_size * param_size, 1e-5));
|
||||
float ring = sin(dist * param_ripple_width - age * 8.0);
|
||||
float ringMask = exp(-abs(dist - age * 0.3) * param_ripple_width * 0.5);
|
||||
float v = drop + ring * ringMask * 0.5;
|
||||
v *= (1.0 - life);
|
||||
acc += v;
|
||||
colAcc += v * (float(i) / max(maxN - 1.0, 1.0));
|
||||
}
|
||||
acc = clamp(acc, 0.0, 1.0);
|
||||
float mixT = maxN > 1.0 ? colAcc / max(acc, 1e-5) : 0.0;
|
||||
vec3 col = mix(param_color_a.rgb, param_color_b.rgb, mixT);
|
||||
fragColor = vec4(col * acc * u_layer_opacity, acc * u_layer_opacity);
|
||||
}
|
||||
+68
@@ -0,0 +1,68 @@
|
||||
// Drops & Ripples Generator
|
||||
// HMS MediaEngine – Generator (GLES, Raspberry Pi). ES 2.0: texture2D, gl_FragColor, Schleifen mit konstanter Höchstgrenze.
|
||||
#version 100
|
||||
precision mediump float;
|
||||
|
||||
uniform vec2 u_resolution;
|
||||
uniform float u_time_seconds;
|
||||
uniform float u_delta_seconds;
|
||||
uniform float u_frame_index;
|
||||
uniform float u_layer_opacity;
|
||||
uniform float u_audio_rms;
|
||||
uniform float u_audio_peak;
|
||||
uniform float u_audio_bass;
|
||||
uniform float u_audio_mid;
|
||||
uniform float u_audio_treble;
|
||||
uniform float u_audio_beat;
|
||||
uniform float4 param_color_a;
|
||||
uniform float4 param_color_b;
|
||||
uniform float param_density;
|
||||
uniform float param_size;
|
||||
uniform float param_lifetime;
|
||||
uniform float param_speed;
|
||||
uniform float param_ripple_width;
|
||||
uniform float param_direction;
|
||||
uniform float param_seed;
|
||||
uniform float u_quality_samples;
|
||||
|
||||
varying vec2 v_uv;
|
||||
|
||||
float hash21(vec2 p)
|
||||
{
|
||||
p = fract(p * vec2(123.34, 456.21));
|
||||
p += dot(p, p + 45.32);
|
||||
return fract(p.x * p.y);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 p = v_uv - 0.5;
|
||||
float t = u_time_seconds * param_speed;
|
||||
float maxN = clamp(u_quality_samples, 1.0, 64.0);
|
||||
float dirx = cos(param_direction);
|
||||
float diry = sin(param_direction);
|
||||
float acc = 0.0;
|
||||
float colAcc = 0.0;
|
||||
for (int i = 0; i < 64; i++)
|
||||
{
|
||||
if (float(i) >= maxN) { break; }
|
||||
vec2 base = vec2(hash21(vec2(float(i) + param_seed, 1.0)), hash21(vec2(float(i) + param_seed, 2.0)));
|
||||
float life = fract(t * 0.5 + float(i) * 0.37 + param_seed);
|
||||
float age = life * param_lifetime;
|
||||
vec2 pos = base - 0.5 + vec2(dirx, diry) * (age * 0.15);
|
||||
pos = fract(pos + 0.5) - 0.5;
|
||||
vec2 dp = p - pos;
|
||||
float dist = length(dp);
|
||||
float drop = exp(-dist * dist / max(param_size * param_size, 1e-5));
|
||||
float ring = sin(dist * param_ripple_width - age * 8.0);
|
||||
float ringMask = exp(-abs(dist - age * 0.3) * param_ripple_width * 0.5);
|
||||
float v = drop + ring * ringMask * 0.5;
|
||||
v *= (1.0 - life);
|
||||
acc += v;
|
||||
colAcc += v * (float(i) / max(maxN - 1.0, 1.0));
|
||||
}
|
||||
acc = clamp(acc, 0.0, 1.0);
|
||||
float mixT = maxN > 1.0 ? colAcc / max(acc, 1e-5) : 0.0;
|
||||
vec3 col = mix(param_color_a.rgb, param_color_b.rgb, mixT);
|
||||
gl_FragColor = vec4(col * acc * u_layer_opacity, acc * u_layer_opacity);
|
||||
}
|
||||
@@ -0,0 +1,175 @@
|
||||
{
|
||||
"schema_version": 1,
|
||||
"id": "com.hms.generator.gradient",
|
||||
"name": "Gradient",
|
||||
"version": "1.0.0",
|
||||
"api_version": 1,
|
||||
"kind": "generator",
|
||||
"vendor": "HMS",
|
||||
"entrypoints": {
|
||||
"d3d11": {
|
||||
"type": "hlsl_singlepass",
|
||||
"passes": [
|
||||
{
|
||||
"pixel_shader": "shaders/d3d11/gradient.hlsl"
|
||||
}
|
||||
]
|
||||
},
|
||||
"gl": {
|
||||
"type": "glsl_singlepass",
|
||||
"passes": [
|
||||
{
|
||||
"fragment": "shaders/gl/gradient.frag"
|
||||
}
|
||||
]
|
||||
},
|
||||
"gles": {
|
||||
"type": "glsl_es_singlepass",
|
||||
"passes": [
|
||||
{
|
||||
"fragment": "shaders/gles/gradient.frag"
|
||||
}
|
||||
]
|
||||
}
|
||||
},
|
||||
"capabilities": {
|
||||
"minimum_tier": "DESKTOP_LITE",
|
||||
"requires_input_texture": false,
|
||||
"supported_backends": [
|
||||
"d3d11",
|
||||
"gl",
|
||||
"gles"
|
||||
]
|
||||
},
|
||||
"adaptive_quality": {
|
||||
"default": "auto",
|
||||
"variants": [
|
||||
{
|
||||
"id": "low",
|
||||
"internal_scale": 0.5,
|
||||
"samples": 4
|
||||
},
|
||||
{
|
||||
"id": "medium",
|
||||
"internal_scale": 0.75,
|
||||
"samples": 8
|
||||
},
|
||||
{
|
||||
"id": "high",
|
||||
"internal_scale": 1.0,
|
||||
"samples": 16
|
||||
}
|
||||
],
|
||||
"transition_ms": 180,
|
||||
"semantic_parameters_unchanged": [
|
||||
"type",
|
||||
"angle",
|
||||
"center_x",
|
||||
"center_y",
|
||||
"width",
|
||||
"phase",
|
||||
"speed"
|
||||
]
|
||||
},
|
||||
"parameters": [
|
||||
{
|
||||
"id": "color_a",
|
||||
"label": "Color A",
|
||||
"type": "color",
|
||||
"default": [
|
||||
1.0,
|
||||
0.0,
|
||||
0.0,
|
||||
1.0
|
||||
],
|
||||
"dmx_slots": [
|
||||
1,
|
||||
2,
|
||||
3,
|
||||
4
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "color_b",
|
||||
"label": "Color B",
|
||||
"type": "color",
|
||||
"default": [
|
||||
0.0,
|
||||
0.0,
|
||||
1.0,
|
||||
1.0
|
||||
],
|
||||
"dmx_slots": [
|
||||
5,
|
||||
6,
|
||||
7,
|
||||
8
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "type",
|
||||
"label": "Type",
|
||||
"type": "enum",
|
||||
"values": [
|
||||
"linear",
|
||||
"radial"
|
||||
],
|
||||
"default": "linear"
|
||||
},
|
||||
{
|
||||
"id": "angle",
|
||||
"label": "Angle",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 360.0,
|
||||
"default": 0.0,
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "center_x",
|
||||
"label": "Center X",
|
||||
"type": "float",
|
||||
"minimum": -1.0,
|
||||
"maximum": 1.0,
|
||||
"default": 0.0,
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "center_y",
|
||||
"label": "Center Y",
|
||||
"type": "float",
|
||||
"minimum": -1.0,
|
||||
"maximum": 1.0,
|
||||
"default": 0.0,
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "width",
|
||||
"label": "Width",
|
||||
"type": "float",
|
||||
"minimum": 0.1,
|
||||
"maximum": 2.0,
|
||||
"default": 0.5,
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "phase",
|
||||
"label": "Phase",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 1.0,
|
||||
"default": 0.0,
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "speed",
|
||||
"label": "Speed",
|
||||
"type": "float",
|
||||
"minimum": -2.0,
|
||||
"maximum": 2.0,
|
||||
"default": 0.5,
|
||||
"curve": "linear"
|
||||
}
|
||||
],
|
||||
"failure_mode": "bypass"
|
||||
}
|
||||
@@ -0,0 +1,54 @@
|
||||
// HMS MediaEngine - Generator (D3D11)
|
||||
// Erzeugt ohne Eingangstextur; cbuffer-Satz identisch zu Filtern (§12.6).
|
||||
|
||||
Texture2D u_input_texture : register(t0);
|
||||
SamplerState u_sampler : register(s0);
|
||||
|
||||
cbuffer hms_params : register(b0)
|
||||
{
|
||||
float4 u_resolution; // xy = Auflösung in Pixeln
|
||||
float u_time_seconds;
|
||||
float u_delta_seconds;
|
||||
float u_frame_index;
|
||||
float u_layer_opacity;
|
||||
float u_audio_rms;
|
||||
float u_audio_peak;
|
||||
float u_audio_bass;
|
||||
float u_audio_mid;
|
||||
float u_audio_treble;
|
||||
float u_audio_beat;
|
||||
float4 param_color_a;
|
||||
float4 param_color_b;
|
||||
float param_type;
|
||||
float param_angle;
|
||||
float param_center_x;
|
||||
float param_center_y;
|
||||
float param_width;
|
||||
float param_phase;
|
||||
float param_speed;
|
||||
float _pad0;
|
||||
float _pad1;
|
||||
float _pad2;
|
||||
};
|
||||
|
||||
|
||||
float4 mainPS(float4 pos : SV_POSITION, float2 uv : TEXCOORD0) : SV_Target
|
||||
{
|
||||
float2 p = uv - float2(param_center_x, param_center_y);
|
||||
float ang = radians(param_angle);
|
||||
float2 dir = float2(cos(ang), sin(ang));
|
||||
float t;
|
||||
if (param_type < 0.5)
|
||||
{
|
||||
t = dot(p, dir) / max(param_width, 0.0001) + 0.5;
|
||||
}
|
||||
else
|
||||
{
|
||||
t = length(p) / max(param_width, 0.0001);
|
||||
}
|
||||
t += param_phase + u_time_seconds * param_speed;
|
||||
t = frac(t);
|
||||
float4 col = lerp(param_color_a, param_color_b, saturate(t));
|
||||
col.a *= u_layer_opacity;
|
||||
return col;
|
||||
}
|
||||
@@ -0,0 +1,50 @@
|
||||
#version 330 core
|
||||
// HMS MediaEngine - Generator (GLSL, Linux x64)
|
||||
// Semantik identisch zur HLSL-Variante (§12.6, §15.4).
|
||||
|
||||
uniform sampler2D u_input_texture;
|
||||
uniform vec2 u_resolution;
|
||||
uniform float u_time_seconds;
|
||||
uniform float u_delta_seconds;
|
||||
uniform float u_frame_index;
|
||||
uniform float u_layer_opacity;
|
||||
uniform float u_audio_rms;
|
||||
uniform float u_audio_peak;
|
||||
uniform float u_audio_bass;
|
||||
uniform float u_audio_mid;
|
||||
uniform float u_audio_treble;
|
||||
uniform float u_audio_beat;
|
||||
uniform vec4 param_color_a;
|
||||
uniform vec4 param_color_b;
|
||||
uniform float param_type;
|
||||
uniform float param_angle;
|
||||
uniform float param_center_x;
|
||||
uniform float param_center_y;
|
||||
uniform float param_width;
|
||||
uniform float param_phase;
|
||||
uniform float param_speed;
|
||||
|
||||
|
||||
in vec2 v_uv;
|
||||
out vec4 fragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 p = v_uv - vec2(param_center_x, param_center_y);
|
||||
float ang = radians(param_angle);
|
||||
vec2 dir = vec2(cos(ang), sin(ang));
|
||||
float t;
|
||||
if (param_type < 0.5)
|
||||
{
|
||||
t = dot(p, dir) / max(param_width, 0.0001) + 0.5;
|
||||
}
|
||||
else
|
||||
{
|
||||
t = length(p) / max(param_width, 0.0001);
|
||||
}
|
||||
t += param_phase + u_time_seconds * param_speed;
|
||||
t = fract(t);
|
||||
vec4 col = mix(param_color_a, param_color_b, clamp(t, 0.0, 1.0));
|
||||
col.a *= u_layer_opacity;
|
||||
fragColor = col;
|
||||
}
|
||||
@@ -0,0 +1,50 @@
|
||||
#version 100
|
||||
// HMS MediaEngine - Generator (GLES, Raspberry Pi)
|
||||
// ES 2.0: texture2D, varying, gl_FragColor, Schleifen mit konstanter Höchstgrenze.
|
||||
precision mediump float;
|
||||
|
||||
uniform sampler2D u_input_texture;
|
||||
uniform vec2 u_resolution;
|
||||
uniform float u_time_seconds;
|
||||
uniform float u_delta_seconds;
|
||||
uniform float u_frame_index;
|
||||
uniform float u_layer_opacity;
|
||||
uniform float u_audio_rms;
|
||||
uniform float u_audio_peak;
|
||||
uniform float u_audio_bass;
|
||||
uniform float u_audio_mid;
|
||||
uniform float u_audio_treble;
|
||||
uniform float u_audio_beat;
|
||||
uniform vec4 param_color_a;
|
||||
uniform vec4 param_color_b;
|
||||
uniform float param_type;
|
||||
uniform float param_angle;
|
||||
uniform float param_center_x;
|
||||
uniform float param_center_y;
|
||||
uniform float param_width;
|
||||
uniform float param_phase;
|
||||
uniform float param_speed;
|
||||
|
||||
|
||||
varying vec2 v_uv;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 p = v_uv - vec2(param_center_x, param_center_y);
|
||||
float ang = radians(param_angle);
|
||||
vec2 dir = vec2(cos(ang), sin(ang));
|
||||
float t;
|
||||
if (param_type < 0.5)
|
||||
{
|
||||
t = dot(p, dir) / max(param_width, 0.0001) + 0.5;
|
||||
}
|
||||
else
|
||||
{
|
||||
t = length(p) / max(param_width, 0.0001);
|
||||
}
|
||||
t += param_phase + u_time_seconds * param_speed;
|
||||
t = fract(t);
|
||||
vec4 col = mix(param_color_a, param_color_b, clamp(t, 0.0, 1.0));
|
||||
col.a *= u_layer_opacity;
|
||||
gl_FragColor = col;
|
||||
}
|
||||
@@ -0,0 +1,179 @@
|
||||
{
|
||||
"schema_version": 1,
|
||||
"id": "com.hms.generator.noise_clouds",
|
||||
"name": "Noise Clouds",
|
||||
"version": "1.0.0",
|
||||
"api_version": 1,
|
||||
"kind": "generator",
|
||||
"vendor": "HMS",
|
||||
"entrypoints": {
|
||||
"d3d11": {
|
||||
"type": "hlsl_singlepass",
|
||||
"passes": [
|
||||
{
|
||||
"pixel_shader": "shaders/d3d11/noise_clouds.hlsl"
|
||||
}
|
||||
]
|
||||
},
|
||||
"gl": {
|
||||
"type": "glsl_singlepass",
|
||||
"passes": [
|
||||
{
|
||||
"fragment": "shaders/gl/noise_clouds.frag"
|
||||
}
|
||||
]
|
||||
},
|
||||
"gles": {
|
||||
"type": "glsl_es_singlepass",
|
||||
"passes": [
|
||||
{
|
||||
"fragment": "shaders/gles/noise_clouds.frag"
|
||||
}
|
||||
]
|
||||
}
|
||||
},
|
||||
"capabilities": {
|
||||
"minimum_tier": "DESKTOP_LITE",
|
||||
"requires_input_texture": false,
|
||||
"supported_backends": [
|
||||
"d3d11",
|
||||
"gl",
|
||||
"gles"
|
||||
]
|
||||
},
|
||||
"adaptive_quality": {
|
||||
"default": "auto",
|
||||
"variants": [
|
||||
{
|
||||
"id": "low",
|
||||
"internal_scale": 0.5,
|
||||
"samples": 2
|
||||
},
|
||||
{
|
||||
"id": "medium",
|
||||
"internal_scale": 0.75,
|
||||
"samples": 3
|
||||
},
|
||||
{
|
||||
"id": "high",
|
||||
"internal_scale": 1.0,
|
||||
"samples": 5
|
||||
}
|
||||
],
|
||||
"transition_ms": 180,
|
||||
"semantic_parameters_unchanged": [
|
||||
"seed",
|
||||
"scale",
|
||||
"contrast"
|
||||
]
|
||||
},
|
||||
"parameters": [
|
||||
{
|
||||
"id": "color_a",
|
||||
"label": "Color A",
|
||||
"type": "color",
|
||||
"default": [
|
||||
0.8,
|
||||
0.9,
|
||||
1.0,
|
||||
1.0
|
||||
],
|
||||
"dmx_slots": [
|
||||
1,
|
||||
2,
|
||||
3,
|
||||
4
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "color_b",
|
||||
"label": "Color B",
|
||||
"type": "color",
|
||||
"default": [
|
||||
0.1,
|
||||
0.1,
|
||||
0.2,
|
||||
1.0
|
||||
],
|
||||
"dmx_slots": [
|
||||
5,
|
||||
6,
|
||||
7,
|
||||
8
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "seed",
|
||||
"label": "Seed",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 100.0,
|
||||
"default": 1.0,
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "scale",
|
||||
"label": "Scale",
|
||||
"type": "float",
|
||||
"minimum": 0.1,
|
||||
"maximum": 10.0,
|
||||
"default": 2.0,
|
||||
"curve": "quadratic"
|
||||
},
|
||||
{
|
||||
"id": "detail",
|
||||
"label": "Detail",
|
||||
"type": "int",
|
||||
"minimum": 1,
|
||||
"maximum": 5,
|
||||
"default": 3,
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "contrast",
|
||||
"label": "Contrast",
|
||||
"type": "float",
|
||||
"minimum": 0.1,
|
||||
"maximum": 3.0,
|
||||
"default": 1.0,
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "speed",
|
||||
"label": "Speed",
|
||||
"type": "float",
|
||||
"minimum": -2.0,
|
||||
"maximum": 2.0,
|
||||
"default": 0.5,
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "direction_x",
|
||||
"label": "Direction X",
|
||||
"type": "float",
|
||||
"minimum": -1.0,
|
||||
"maximum": 1.0,
|
||||
"default": 1.0,
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "direction_y",
|
||||
"label": "Direction Y",
|
||||
"type": "float",
|
||||
"minimum": -1.0,
|
||||
"maximum": 1.0,
|
||||
"default": 0.0,
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "morph",
|
||||
"label": "Morph",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 1.0,
|
||||
"default": 0.2,
|
||||
"curve": "linear"
|
||||
}
|
||||
],
|
||||
"failure_mode": "bypass"
|
||||
}
|
||||
+79
@@ -0,0 +1,79 @@
|
||||
// HMS MediaEngine - Generator (D3D11)
|
||||
// Erzeugt ohne Eingangstextur; cbuffer-Satz identisch zu Filtern (§12.6).
|
||||
|
||||
Texture2D u_input_texture : register(t0);
|
||||
SamplerState u_sampler : register(s0);
|
||||
|
||||
cbuffer hms_params : register(b0)
|
||||
{
|
||||
float4 u_resolution; // xy = Auflösung in Pixeln
|
||||
float u_time_seconds;
|
||||
float u_delta_seconds;
|
||||
float u_frame_index;
|
||||
float u_layer_opacity;
|
||||
float u_audio_rms;
|
||||
float u_audio_peak;
|
||||
float u_audio_bass;
|
||||
float u_audio_mid;
|
||||
float u_audio_treble;
|
||||
float u_audio_beat;
|
||||
float4 param_color_a;
|
||||
float4 param_color_b;
|
||||
float param_seed;
|
||||
float param_scale;
|
||||
float param_detail;
|
||||
float param_contrast;
|
||||
float param_speed;
|
||||
float param_direction_x;
|
||||
float param_direction_y;
|
||||
float param_morph;
|
||||
float u_quality_octaves;
|
||||
float _pad0;
|
||||
float _pad1;
|
||||
float _pad2;
|
||||
};
|
||||
|
||||
|
||||
float hash21(float2 p)
|
||||
{
|
||||
return frac(sin(dot(p, float2(127.1, 311.7))) * 43758.5453);
|
||||
}
|
||||
|
||||
float vnoise(float2 p)
|
||||
{
|
||||
float2 i = floor(p);
|
||||
float2 f = frac(p);
|
||||
f = f * f * (3.0 - 2.0 * f);
|
||||
float a = hash21(i);
|
||||
float b = hash21(i + float2(1.0, 0.0));
|
||||
float c = hash21(i + float2(0.0, 1.0));
|
||||
float d = hash21(i + float2(1.0, 1.0));
|
||||
return lerp(lerp(a, b, f.x), lerp(c, d, f.x), f.y);
|
||||
}
|
||||
|
||||
float fbm(float2 p, float octaves)
|
||||
{
|
||||
float v = 0.0;
|
||||
float amp = 0.5;
|
||||
float freq = 1.0;
|
||||
for (float i = 0.0; i < octaves; i += 1.0)
|
||||
{
|
||||
v += amp * vnoise(p * freq);
|
||||
freq *= 2.0;
|
||||
amp *= 0.5;
|
||||
}
|
||||
return v;
|
||||
}
|
||||
|
||||
float4 mainPS(float4 pos : SV_POSITION, float2 uv : TEXCOORD0) : SV_Target
|
||||
{
|
||||
float2 p = uv * max(param_scale, 0.0001);
|
||||
p += float2(param_direction_x, param_direction_y) * u_time_seconds * param_speed;
|
||||
p += param_morph * sin(u_time_seconds * 0.5 + p * 2.0);
|
||||
float n = fbm(p + param_seed * 100.0, clamp(u_quality_octaves, 1.0, 5.0));
|
||||
n = (n - 0.5) * param_contrast + 0.5;
|
||||
n = saturate(n);
|
||||
float4 col = lerp(param_color_a, param_color_b, n);
|
||||
col.a *= u_layer_opacity;
|
||||
return col;
|
||||
}
|
||||
+75
@@ -0,0 +1,75 @@
|
||||
#version 330 core
|
||||
// HMS MediaEngine - Generator (GLSL, Linux x64)
|
||||
// Semantik identisch zur HLSL-Variante (§12.6, §15.4).
|
||||
|
||||
uniform sampler2D u_input_texture;
|
||||
uniform vec2 u_resolution;
|
||||
uniform float u_time_seconds;
|
||||
uniform float u_delta_seconds;
|
||||
uniform float u_frame_index;
|
||||
uniform float u_layer_opacity;
|
||||
uniform float u_audio_rms;
|
||||
uniform float u_audio_peak;
|
||||
uniform float u_audio_bass;
|
||||
uniform float u_audio_mid;
|
||||
uniform float u_audio_treble;
|
||||
uniform float u_audio_beat;
|
||||
uniform vec4 param_color_a;
|
||||
uniform vec4 param_color_b;
|
||||
uniform float param_seed;
|
||||
uniform float param_scale;
|
||||
uniform float param_detail;
|
||||
uniform float param_contrast;
|
||||
uniform float param_speed;
|
||||
uniform float param_direction_x;
|
||||
uniform float param_direction_y;
|
||||
uniform float param_morph;
|
||||
uniform float u_quality_octaves;
|
||||
|
||||
|
||||
in vec2 v_uv;
|
||||
out vec4 fragColor;
|
||||
|
||||
float hash21(vec2 p)
|
||||
{
|
||||
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
|
||||
}
|
||||
|
||||
float vnoise(vec2 p)
|
||||
{
|
||||
vec2 i = floor(p);
|
||||
vec2 f = fract(p);
|
||||
f = f * f * (3.0 - 2.0 * f);
|
||||
float a = hash21(i);
|
||||
float b = hash21(i + vec2(1.0, 0.0));
|
||||
float c = hash21(i + vec2(0.0, 1.0));
|
||||
float d = hash21(i + vec2(1.0, 1.0));
|
||||
return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
|
||||
}
|
||||
|
||||
float fbm(vec2 p, float octaves)
|
||||
{
|
||||
float v = 0.0;
|
||||
float amp = 0.5;
|
||||
float freq = 1.0;
|
||||
for (float i = 0.0; i < octaves; i += 1.0)
|
||||
{
|
||||
v += amp * vnoise(p * freq);
|
||||
freq *= 2.0;
|
||||
amp *= 0.5;
|
||||
}
|
||||
return v;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 p = v_uv * max(param_scale, 0.0001);
|
||||
p += vec2(param_direction_x, param_direction_y) * u_time_seconds * param_speed;
|
||||
p += param_morph * sin(u_time_seconds * 0.5 + p * 2.0);
|
||||
float n = fbm(p + param_seed * 100.0, clamp(u_quality_octaves, 1.0, 5.0));
|
||||
n = (n - 0.5) * param_contrast + 0.5;
|
||||
n = clamp(n, 0.0, 1.0);
|
||||
vec4 col = mix(param_color_a, param_color_b, n);
|
||||
col.a *= u_layer_opacity;
|
||||
fragColor = col;
|
||||
}
|
||||
+76
@@ -0,0 +1,76 @@
|
||||
#version 100
|
||||
// HMS MediaEngine - Generator (GLES, Raspberry Pi)
|
||||
// ES 2.0: texture2D, varying, gl_FragColor, Schleifen mit konstanter Höchstgrenze.
|
||||
precision mediump float;
|
||||
|
||||
uniform sampler2D u_input_texture;
|
||||
uniform vec2 u_resolution;
|
||||
uniform float u_time_seconds;
|
||||
uniform float u_delta_seconds;
|
||||
uniform float u_frame_index;
|
||||
uniform float u_layer_opacity;
|
||||
uniform float u_audio_rms;
|
||||
uniform float u_audio_peak;
|
||||
uniform float u_audio_bass;
|
||||
uniform float u_audio_mid;
|
||||
uniform float u_audio_treble;
|
||||
uniform float u_audio_beat;
|
||||
uniform vec4 param_color_a;
|
||||
uniform vec4 param_color_b;
|
||||
uniform float param_seed;
|
||||
uniform float param_scale;
|
||||
uniform float param_detail;
|
||||
uniform float param_contrast;
|
||||
uniform float param_speed;
|
||||
uniform float param_direction_x;
|
||||
uniform float param_direction_y;
|
||||
uniform float param_morph;
|
||||
uniform float u_quality_octaves;
|
||||
|
||||
|
||||
varying vec2 v_uv;
|
||||
|
||||
float hash21(vec2 p)
|
||||
{
|
||||
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
|
||||
}
|
||||
|
||||
float vnoise(vec2 p)
|
||||
{
|
||||
vec2 i = floor(p);
|
||||
vec2 f = fract(p);
|
||||
f = f * f * (3.0 - 2.0 * f);
|
||||
float a = hash21(i);
|
||||
float b = hash21(i + vec2(1.0, 0.0));
|
||||
float c = hash21(i + vec2(0.0, 1.0));
|
||||
float d = hash21(i + vec2(1.0, 1.0));
|
||||
return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
|
||||
}
|
||||
|
||||
float fbm(vec2 p, float octaves)
|
||||
{
|
||||
float v = 0.0;
|
||||
float amp = 0.5;
|
||||
float freq = 1.0;
|
||||
for (int i = 0; i < 5; i++)
|
||||
{
|
||||
if (float(i) >= octaves) { break; }
|
||||
v += amp * vnoise(p * freq);
|
||||
freq *= 2.0;
|
||||
amp *= 0.5;
|
||||
}
|
||||
return v;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 p = v_uv * max(param_scale, 0.0001);
|
||||
p += vec2(param_direction_x, param_direction_y) * u_time_seconds * param_speed;
|
||||
p += param_morph * sin(u_time_seconds * 0.5 + p * 2.0);
|
||||
float n = fbm(p + param_seed * 100.0, clamp(u_quality_octaves, 1.0, 5.0));
|
||||
n = (n - 0.5) * param_contrast + 0.5;
|
||||
n = clamp(n, 0.0, 1.0);
|
||||
vec4 col = mix(param_color_a, param_color_b, n);
|
||||
col.a *= u_layer_opacity;
|
||||
gl_FragColor = col;
|
||||
}
|
||||
@@ -0,0 +1,182 @@
|
||||
{
|
||||
"schema_version": 1,
|
||||
"id": "com.hms.generator.plasma",
|
||||
"name": "Plasma",
|
||||
"version": "1.0.0",
|
||||
"api_version": 1,
|
||||
"kind": "generator",
|
||||
"vendor": "HMS",
|
||||
"entrypoints": {
|
||||
"d3d11": {
|
||||
"type": "hlsl_singlepass",
|
||||
"passes": [
|
||||
{
|
||||
"pixel_shader": "shaders/d3d11/plasma.hlsl"
|
||||
}
|
||||
]
|
||||
},
|
||||
"gl": {
|
||||
"type": "glsl_singlepass",
|
||||
"passes": [
|
||||
{
|
||||
"fragment": "shaders/gl/plasma.frag"
|
||||
}
|
||||
]
|
||||
},
|
||||
"gles": {
|
||||
"type": "glsl_es_singlepass",
|
||||
"passes": [
|
||||
{
|
||||
"fragment": "shaders/gles/plasma.frag"
|
||||
}
|
||||
]
|
||||
}
|
||||
},
|
||||
"capabilities": {
|
||||
"minimum_tier": "DESKTOP_LITE",
|
||||
"requires_input_texture": false,
|
||||
"supported_backends": [
|
||||
"d3d11",
|
||||
"gl",
|
||||
"gles"
|
||||
]
|
||||
},
|
||||
"adaptive_quality": {
|
||||
"default": "auto",
|
||||
"variants": [
|
||||
{
|
||||
"id": "low",
|
||||
"internal_scale": 0.5,
|
||||
"samples": 3
|
||||
},
|
||||
{
|
||||
"id": "medium",
|
||||
"internal_scale": 0.75,
|
||||
"samples": 5
|
||||
},
|
||||
{
|
||||
"id": "high",
|
||||
"internal_scale": 1.0,
|
||||
"samples": 8
|
||||
}
|
||||
],
|
||||
"transition_ms": 180,
|
||||
"semantic_parameters_unchanged": [
|
||||
"scale",
|
||||
"phase",
|
||||
"seed"
|
||||
]
|
||||
},
|
||||
"parameters": [
|
||||
{
|
||||
"id": "color_a",
|
||||
"label": "Color A",
|
||||
"type": "color",
|
||||
"default": [
|
||||
1.0,
|
||||
0.1,
|
||||
0.2,
|
||||
1.0
|
||||
],
|
||||
"dmx_slots": [
|
||||
1
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "color_b",
|
||||
"label": "Color B",
|
||||
"type": "color",
|
||||
"default": [
|
||||
0.1,
|
||||
0.3,
|
||||
1.0,
|
||||
1.0
|
||||
],
|
||||
"dmx_slots": [
|
||||
2
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "scale",
|
||||
"label": "Scale",
|
||||
"type": "float",
|
||||
"minimum": 0.5,
|
||||
"maximum": 8.0,
|
||||
"default": 2.0,
|
||||
"dmx_slots": [
|
||||
3
|
||||
],
|
||||
"curve": "quadratic"
|
||||
},
|
||||
{
|
||||
"id": "stretch_x",
|
||||
"label": "Stretch X",
|
||||
"type": "float",
|
||||
"minimum": 0.1,
|
||||
"maximum": 4.0,
|
||||
"default": 1.0,
|
||||
"dmx_slots": [
|
||||
4
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "stretch_y",
|
||||
"label": "Stretch Y",
|
||||
"type": "float",
|
||||
"minimum": 0.1,
|
||||
"maximum": 4.0,
|
||||
"default": 1.0,
|
||||
"dmx_slots": [
|
||||
5
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "distance",
|
||||
"label": "Distance",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 4.0,
|
||||
"default": 1.0,
|
||||
"dmx_slots": [
|
||||
6
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "phase",
|
||||
"label": "Phase",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 6.2831853,
|
||||
"default": 0.0,
|
||||
"dmx_slots": [
|
||||
7
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "speed",
|
||||
"label": "Speed",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 4.0,
|
||||
"default": 1.0,
|
||||
"dmx_slots": [
|
||||
8
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "seed",
|
||||
"label": "Seed",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 100.0,
|
||||
"default": 1.0,
|
||||
"curve": "linear"
|
||||
}
|
||||
],
|
||||
"failure_mode": "bypass"
|
||||
}
|
||||
@@ -0,0 +1,66 @@
|
||||
// Plasma Generator
|
||||
// HMS MediaEngine – Generator (kein Eingangstextur-Bezug, cbuffer identisch §14.4)
|
||||
// D3D11-Pixelshader (PS_5_0). Semantik identisch zu GL/GLES (§12.6, §15.1).
|
||||
|
||||
Texture2D u_input_texture : register(t0);
|
||||
SamplerState u_sampler : register(s0);
|
||||
|
||||
cbuffer hms_params : register(b0)
|
||||
{
|
||||
float4 u_resolution; // xy = Auflösung in Pixeln
|
||||
float u_time_seconds;
|
||||
float u_delta_seconds;
|
||||
float u_frame_index;
|
||||
float u_layer_opacity;
|
||||
float u_audio_rms;
|
||||
float u_audio_peak;
|
||||
float u_audio_bass;
|
||||
float u_audio_mid;
|
||||
float u_audio_treble;
|
||||
float u_audio_beat;
|
||||
float4 param_color_a;
|
||||
float4 param_color_b;
|
||||
float param_scale;
|
||||
float param_stretch_x;
|
||||
float param_stretch_y;
|
||||
float param_distance;
|
||||
float param_phase;
|
||||
float param_speed;
|
||||
float param_seed;
|
||||
float u_quality_samples; // AQ-Variante (Backend-Bindung)
|
||||
float _pad0; // 16-Byte-Alignment
|
||||
float _pad1; // 16-Byte-Alignment
|
||||
};
|
||||
|
||||
float hash21(float2 p)
|
||||
{
|
||||
p = frac(p * float2(123.34, 456.21));
|
||||
p += dot(p, p + 45.32);
|
||||
return frac(p.x * p.y);
|
||||
}
|
||||
|
||||
float4 mainPS(float4 pos : SV_POSITION, float2 uv : TEXCOORD0) : SV_Target
|
||||
{
|
||||
float2 p = (uv - 0.5) * param_scale;
|
||||
p.x *= param_stretch_x;
|
||||
p.y *= param_stretch_y;
|
||||
float t = u_time_seconds * param_speed + param_phase;
|
||||
float terms = clamp(u_quality_samples, 1.0, 8.0);
|
||||
float v = 0.0;
|
||||
[loop]
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
if (float(i) >= terms) { break; }
|
||||
float fi = float(i + 1);
|
||||
v += sin(p.x * fi + t * fi * 0.5 + param_seed)
|
||||
* sin(p.y * fi * 1.3 - t * fi * 0.3 + param_seed * 2.0);
|
||||
v += sin(length(p) * fi * 0.7 + t * 0.8 + param_seed);
|
||||
}
|
||||
v /= terms;
|
||||
v = v * 0.5 + 0.5;
|
||||
float d = length(p) * param_distance;
|
||||
v += 0.5 + 0.5 * sin(d * 3.0 - t * 1.5 + param_seed);
|
||||
v = saturate(v);
|
||||
float3 col = lerp(param_color_a.rgb, param_color_b.rgb, v);
|
||||
return float4(col * u_layer_opacity, u_layer_opacity);
|
||||
}
|
||||
@@ -0,0 +1,60 @@
|
||||
// Plasma Generator
|
||||
// HMS MediaEngine – Generator (GLSL, Linux x64). Semantik identisch zu HLSL/GLES (§12.6, §15.1).
|
||||
#version 330 core
|
||||
|
||||
uniform vec2 u_resolution;
|
||||
uniform float u_time_seconds;
|
||||
uniform float u_delta_seconds;
|
||||
uniform float u_frame_index;
|
||||
uniform float u_layer_opacity;
|
||||
uniform float u_audio_rms;
|
||||
uniform float u_audio_peak;
|
||||
uniform float u_audio_bass;
|
||||
uniform float u_audio_mid;
|
||||
uniform float u_audio_treble;
|
||||
uniform float u_audio_beat;
|
||||
uniform float4 param_color_a;
|
||||
uniform float4 param_color_b;
|
||||
uniform float param_scale;
|
||||
uniform float param_stretch_x;
|
||||
uniform float param_stretch_y;
|
||||
uniform float param_distance;
|
||||
uniform float param_phase;
|
||||
uniform float param_speed;
|
||||
uniform float param_seed;
|
||||
uniform float u_quality_samples;
|
||||
|
||||
in vec2 v_uv;
|
||||
out vec4 fragColor;
|
||||
|
||||
float hash21(vec2 p)
|
||||
{
|
||||
p = fract(p * vec2(123.34, 456.21));
|
||||
p += dot(p, p + 45.32);
|
||||
return fract(p.x * p.y);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 p = (v_uv - 0.5) * param_scale;
|
||||
p.x *= param_stretch_x;
|
||||
p.y *= param_stretch_y;
|
||||
float t = u_time_seconds * param_speed + param_phase;
|
||||
float terms = clamp(u_quality_samples, 1.0, 8.0);
|
||||
float v = 0.0;
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
if (float(i) >= terms) { break; }
|
||||
float fi = float(i + 1);
|
||||
v += sin(p.x * fi + t * fi * 0.5 + param_seed)
|
||||
* sin(p.y * fi * 1.3 - t * fi * 0.3 + param_seed * 2.0);
|
||||
v += sin(length(p) * fi * 0.7 + t * 0.8 + param_seed);
|
||||
}
|
||||
v /= terms;
|
||||
v = v * 0.5 + 0.5;
|
||||
float d = length(p) * param_distance;
|
||||
v += 0.5 + 0.5 * sin(d * 3.0 - t * 1.5 + param_seed);
|
||||
v = clamp(v, 0.0, 1.0);
|
||||
vec3 col = mix(param_color_a.rgb, param_color_b.rgb, v);
|
||||
fragColor = vec4(col * u_layer_opacity, u_layer_opacity);
|
||||
}
|
||||
@@ -0,0 +1,60 @@
|
||||
// Plasma Generator
|
||||
// HMS MediaEngine – Generator (GLES, Raspberry Pi). ES 2.0: texture2D, gl_FragColor, Schleifen mit konstanter Höchstgrenze.
|
||||
#version 100
|
||||
precision mediump float;
|
||||
|
||||
uniform vec2 u_resolution;
|
||||
uniform float u_time_seconds;
|
||||
uniform float u_delta_seconds;
|
||||
uniform float u_frame_index;
|
||||
uniform float u_layer_opacity;
|
||||
uniform float u_audio_rms;
|
||||
uniform float u_audio_peak;
|
||||
uniform float u_audio_bass;
|
||||
uniform float u_audio_mid;
|
||||
uniform float u_audio_treble;
|
||||
uniform float u_audio_beat;
|
||||
uniform float4 param_color_a;
|
||||
uniform float4 param_color_b;
|
||||
uniform float param_scale;
|
||||
uniform float param_stretch_x;
|
||||
uniform float param_stretch_y;
|
||||
uniform float param_distance;
|
||||
uniform float param_phase;
|
||||
uniform float param_speed;
|
||||
uniform float param_seed;
|
||||
uniform float u_quality_samples;
|
||||
|
||||
varying vec2 v_uv;
|
||||
|
||||
float hash21(vec2 p)
|
||||
{
|
||||
p = fract(p * vec2(123.34, 456.21));
|
||||
p += dot(p, p + 45.32);
|
||||
return fract(p.x * p.y);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 p = (v_uv - 0.5) * param_scale;
|
||||
p.x *= param_stretch_x;
|
||||
p.y *= param_stretch_y;
|
||||
float t = u_time_seconds * param_speed + param_phase;
|
||||
float terms = clamp(u_quality_samples, 1.0, 8.0);
|
||||
float v = 0.0;
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
if (float(i) >= terms) { break; }
|
||||
float fi = float(i + 1);
|
||||
v += sin(p.x * fi + t * fi * 0.5 + param_seed)
|
||||
* sin(p.y * fi * 1.3 - t * fi * 0.3 + param_seed * 2.0);
|
||||
v += sin(length(p) * fi * 0.7 + t * 0.8 + param_seed);
|
||||
}
|
||||
v /= terms;
|
||||
v = v * 0.5 + 0.5;
|
||||
float d = length(p) * param_distance;
|
||||
v += 0.5 + 0.5 * sin(d * 3.0 - t * 1.5 + param_seed);
|
||||
v = clamp(v, 0.0, 1.0);
|
||||
vec3 col = mix(param_color_a.rgb, param_color_b.rgb, v);
|
||||
gl_FragColor = vec4(col * u_layer_opacity, u_layer_opacity);
|
||||
}
|
||||
@@ -0,0 +1,188 @@
|
||||
{
|
||||
"schema_version": 1,
|
||||
"id": "com.hms.generator.shapes",
|
||||
"name": "Shapes",
|
||||
"version": "1.0.0",
|
||||
"api_version": 1,
|
||||
"kind": "generator",
|
||||
"vendor": "HMS",
|
||||
"entrypoints": {
|
||||
"d3d11": {
|
||||
"type": "hlsl_singlepass",
|
||||
"passes": [
|
||||
{
|
||||
"pixel_shader": "shaders/d3d11/shapes.hlsl"
|
||||
}
|
||||
]
|
||||
},
|
||||
"gl": {
|
||||
"type": "glsl_singlepass",
|
||||
"passes": [
|
||||
{
|
||||
"fragment": "shaders/gl/shapes.frag"
|
||||
}
|
||||
]
|
||||
},
|
||||
"gles": {
|
||||
"type": "glsl_es_singlepass",
|
||||
"passes": [
|
||||
{
|
||||
"fragment": "shaders/gles/shapes.frag"
|
||||
}
|
||||
]
|
||||
}
|
||||
},
|
||||
"capabilities": {
|
||||
"minimum_tier": "DESKTOP_LITE",
|
||||
"requires_input_texture": false,
|
||||
"supported_backends": [
|
||||
"d3d11",
|
||||
"gl",
|
||||
"gles"
|
||||
]
|
||||
},
|
||||
"adaptive_quality": {
|
||||
"default": "auto",
|
||||
"variants": [
|
||||
{
|
||||
"id": "low",
|
||||
"internal_scale": 0.5,
|
||||
"samples": 8
|
||||
},
|
||||
{
|
||||
"id": "medium",
|
||||
"internal_scale": 0.75,
|
||||
"samples": 24
|
||||
},
|
||||
{
|
||||
"id": "high",
|
||||
"internal_scale": 1.0,
|
||||
"samples": 64
|
||||
}
|
||||
],
|
||||
"transition_ms": 180,
|
||||
"semantic_parameters_unchanged": [
|
||||
"count",
|
||||
"seed"
|
||||
]
|
||||
},
|
||||
"parameters": [
|
||||
{
|
||||
"id": "form",
|
||||
"label": "Form",
|
||||
"type": "enum",
|
||||
"values": [
|
||||
"circle",
|
||||
"rect",
|
||||
"triangle",
|
||||
"line",
|
||||
"polygon"
|
||||
],
|
||||
"default": "circle",
|
||||
"dmx_slots": [
|
||||
1
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "count",
|
||||
"label": "Count",
|
||||
"type": "int",
|
||||
"minimum": 1,
|
||||
"maximum": 64,
|
||||
"default": 24,
|
||||
"dmx_slots": [
|
||||
2
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "size",
|
||||
"label": "Size",
|
||||
"type": "float",
|
||||
"minimum": 0.01,
|
||||
"maximum": 0.5,
|
||||
"default": 0.1,
|
||||
"dmx_slots": [
|
||||
3
|
||||
],
|
||||
"curve": "quadratic"
|
||||
},
|
||||
{
|
||||
"id": "rotation",
|
||||
"label": "Rotation",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 6.2831853,
|
||||
"default": 0.0,
|
||||
"dmx_slots": [
|
||||
4
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "distribution",
|
||||
"label": "Distribution",
|
||||
"type": "enum",
|
||||
"values": [
|
||||
"grid",
|
||||
"ring",
|
||||
"random"
|
||||
],
|
||||
"default": "grid",
|
||||
"dmx_slots": [
|
||||
5
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "fill_stroke",
|
||||
"label": "Fill/Stroke",
|
||||
"type": "enum",
|
||||
"values": [
|
||||
"fill",
|
||||
"stroke"
|
||||
],
|
||||
"default": "fill",
|
||||
"dmx_slots": [
|
||||
6
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "color_a",
|
||||
"label": "Color A",
|
||||
"type": "color",
|
||||
"default": [
|
||||
1.0,
|
||||
0.2,
|
||||
0.2,
|
||||
1.0
|
||||
],
|
||||
"dmx_slots": [
|
||||
7
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "color_b",
|
||||
"label": "Color B",
|
||||
"type": "color",
|
||||
"default": [
|
||||
0.2,
|
||||
0.2,
|
||||
1.0,
|
||||
1.0
|
||||
],
|
||||
"dmx_slots": [
|
||||
8
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "seed",
|
||||
"label": "Seed",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 100.0,
|
||||
"default": 1.0,
|
||||
"curve": "linear"
|
||||
}
|
||||
],
|
||||
"failure_mode": "bypass"
|
||||
}
|
||||
@@ -0,0 +1,99 @@
|
||||
// Shapes Generator
|
||||
// HMS MediaEngine – Generator (kein Eingangstextur-Bezug, cbuffer identisch §14.4)
|
||||
// D3D11-Pixelshader (PS_5_0). Semantik identisch zu GL/GLES (§12.6, §15.1).
|
||||
|
||||
Texture2D u_input_texture : register(t0);
|
||||
SamplerState u_sampler : register(s0);
|
||||
|
||||
cbuffer hms_params : register(b0)
|
||||
{
|
||||
float4 u_resolution; // xy = Auflösung in Pixeln
|
||||
float u_time_seconds;
|
||||
float u_delta_seconds;
|
||||
float u_frame_index;
|
||||
float u_layer_opacity;
|
||||
float u_audio_rms;
|
||||
float u_audio_peak;
|
||||
float u_audio_bass;
|
||||
float u_audio_mid;
|
||||
float u_audio_treble;
|
||||
float u_audio_beat;
|
||||
float4 param_color_a;
|
||||
float4 param_color_b;
|
||||
float param_form;
|
||||
float param_count;
|
||||
float param_size;
|
||||
float param_rotation;
|
||||
float param_distribution;
|
||||
float param_fill_stroke;
|
||||
float param_seed;
|
||||
float u_quality_samples; // AQ-Variante (Backend-Bindung)
|
||||
float _pad0; // 16-Byte-Alignment
|
||||
float _pad1; // 16-Byte-Alignment
|
||||
};
|
||||
|
||||
float hash21(float2 p)
|
||||
{
|
||||
p = frac(p * float2(123.34, 456.21));
|
||||
p += dot(p, p + 45.32);
|
||||
return frac(p.x * p.y);
|
||||
}
|
||||
|
||||
float sdCircle(float2 p, float r) { return length(p) - r; }
|
||||
float sdBox(float2 p, float2 b) { float2 d = abs(p) - b; return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0); }
|
||||
float sdTri(float2 p, float s) { p = abs(p); return max(p.x * 0.8660254 + p.y * 0.5, -p.y) - s * 0.5; }
|
||||
float sdLine(float2 p, float2 a, float2 b) { float2 pa = p - a; float2 ba = b - a; float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0); return length(pa - ba * h); }
|
||||
float sdPoly(float2 p, float r, int n) { float an = 6.2831853 / float(n); float a = atan2(p.x, p.y) + 0.5; float b = an * floor(a / an); float2 q = float2(cos(b), sin(b)) * dot(float2(cos(a), sin(a)), float2(cos(b), sin(b))); return length(p - q * r); }
|
||||
|
||||
float4 mainPS(float4 pos : SV_POSITION, float2 uv : TEXCOORD0) : SV_Target
|
||||
{
|
||||
float2 p = uv - 0.5;
|
||||
float t = u_time_seconds;
|
||||
float maxN = clamp(u_quality_samples, 1.0, 64.0);
|
||||
float form = floor(param_form + 0.5);
|
||||
float distr = floor(param_distribution + 0.5);
|
||||
float fill = floor(param_fill_stroke + 0.5);
|
||||
float acc = 0.0;
|
||||
float colAcc = 0.0;
|
||||
[loop]
|
||||
for (int i = 0; i < 64; i++)
|
||||
{
|
||||
if (float(i) >= maxN) { break; }
|
||||
float2 pos;
|
||||
if (distr < 0.5)
|
||||
{
|
||||
float g = ceil(sqrt(maxN));
|
||||
float gx = float(i % int(g));
|
||||
float gy = floor(float(i) / g);
|
||||
pos = (float2(gx, gy) + 0.5) / g - 0.5;
|
||||
}
|
||||
else if (distr < 1.5)
|
||||
{
|
||||
float ang = 6.2831853 * float(i) / maxN;
|
||||
pos = 0.35 * float2(cos(ang), sin(ang));
|
||||
}
|
||||
else
|
||||
{
|
||||
pos = float2(hash21(float2(float(i) + param_seed, 1.0)), hash21(float2(float(i) + param_seed, 2.0))) - 0.5;
|
||||
}
|
||||
float2 lp = p - pos;
|
||||
float cr = cos(param_rotation);
|
||||
float sr = sin(param_rotation);
|
||||
lp = float2(cr * lp.x - sr * lp.y, sr * lp.x + cr * lp.y);
|
||||
float d;
|
||||
if (form < 0.5) { d = sdCircle(lp, param_size); }
|
||||
else if (form < 1.5) { d = sdBox(lp, float2(param_size, param_size)); }
|
||||
else if (form < 2.5) { d = sdTri(lp, param_size); }
|
||||
else if (form < 3.5) { d = sdLine(lp, float2(-param_size, 0.0), float2(param_size, 0.0)); }
|
||||
else { d = sdPoly(lp, param_size, 6); }
|
||||
float v;
|
||||
if (fill < 0.5) { v = 1.0 - smoothstep(0.0, 0.01, d); }
|
||||
else { v = 1.0 - smoothstep(0.0, 0.01, abs(d) - 0.01); }
|
||||
acc += v;
|
||||
colAcc += v * (float(i) / max(maxN - 1.0, 1.0));
|
||||
}
|
||||
acc = saturate(acc);
|
||||
float mixT = maxN > 1.0 ? colAcc / max(acc, 1e-5) : 0.0;
|
||||
float3 col = lerp(param_color_a.rgb, param_color_b.rgb, mixT);
|
||||
return float4(col * acc * u_layer_opacity, acc * u_layer_opacity);
|
||||
}
|
||||
@@ -0,0 +1,93 @@
|
||||
// Shapes Generator
|
||||
// HMS MediaEngine – Generator (GLSL, Linux x64). Semantik identisch zu HLSL/GLES (§12.6, §15.1).
|
||||
#version 330 core
|
||||
|
||||
uniform vec2 u_resolution;
|
||||
uniform float u_time_seconds;
|
||||
uniform float u_delta_seconds;
|
||||
uniform float u_frame_index;
|
||||
uniform float u_layer_opacity;
|
||||
uniform float u_audio_rms;
|
||||
uniform float u_audio_peak;
|
||||
uniform float u_audio_bass;
|
||||
uniform float u_audio_mid;
|
||||
uniform float u_audio_treble;
|
||||
uniform float u_audio_beat;
|
||||
uniform float4 param_color_a;
|
||||
uniform float4 param_color_b;
|
||||
uniform float param_form;
|
||||
uniform float param_count;
|
||||
uniform float param_size;
|
||||
uniform float param_rotation;
|
||||
uniform float param_distribution;
|
||||
uniform float param_fill_stroke;
|
||||
uniform float param_seed;
|
||||
uniform float u_quality_samples;
|
||||
|
||||
in vec2 v_uv;
|
||||
out vec4 fragColor;
|
||||
|
||||
float hash21(vec2 p)
|
||||
{
|
||||
p = fract(p * vec2(123.34, 456.21));
|
||||
p += dot(p, p + 45.32);
|
||||
return fract(p.x * p.y);
|
||||
}
|
||||
|
||||
float sdCircle(vec2 p, float r) { return length(p) - r; }
|
||||
float sdBox(vec2 p, vec2 b) { vec2 d = abs(p) - b; return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0); }
|
||||
float sdTri(vec2 p, float s) { p = abs(p); return max(p.x * 0.8660254 + p.y * 0.5, -p.y) - s * 0.5; }
|
||||
float sdLine(vec2 p, vec2 a, vec2 b) { vec2 pa = p - a; vec2 ba = b - a; float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0); return length(pa - ba * h); }
|
||||
float sdPoly(vec2 p, float r, int n) { float an = 6.2831853 / float(n); float a = atan(p.x, p.y) + 0.5; float b = an * floor(a / an); vec2 q = vec2(cos(b), sin(b)) * dot(vec2(cos(a), sin(a)), vec2(cos(b), sin(b))); return length(p - q * r); }
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 p = v_uv - 0.5;
|
||||
float t = u_time_seconds;
|
||||
float maxN = clamp(u_quality_samples, 1.0, 64.0);
|
||||
float form = floor(param_form + 0.5);
|
||||
float distr = floor(param_distribution + 0.5);
|
||||
float fill = floor(param_fill_stroke + 0.5);
|
||||
float acc = 0.0;
|
||||
float colAcc = 0.0;
|
||||
for (int i = 0; i < 64; i++)
|
||||
{
|
||||
if (float(i) >= maxN) { break; }
|
||||
vec2 pos;
|
||||
if (distr < 0.5)
|
||||
{
|
||||
float g = ceil(sqrt(maxN));
|
||||
float gx = float(i % int(g));
|
||||
float gy = floor(float(i) / g);
|
||||
pos = (vec2(gx, gy) + 0.5) / g - 0.5;
|
||||
}
|
||||
else if (distr < 1.5)
|
||||
{
|
||||
float ang = 6.2831853 * float(i) / maxN;
|
||||
pos = 0.35 * vec2(cos(ang), sin(ang));
|
||||
}
|
||||
else
|
||||
{
|
||||
pos = vec2(hash21(vec2(float(i) + param_seed, 1.0)), hash21(vec2(float(i) + param_seed, 2.0))) - 0.5;
|
||||
}
|
||||
vec2 lp = p - pos;
|
||||
float cr = cos(param_rotation);
|
||||
float sr = sin(param_rotation);
|
||||
lp = vec2(cr * lp.x - sr * lp.y, sr * lp.x + cr * lp.y);
|
||||
float d;
|
||||
if (form < 0.5) { d = sdCircle(lp, param_size); }
|
||||
else if (form < 1.5) { d = sdBox(lp, vec2(param_size, param_size)); }
|
||||
else if (form < 2.5) { d = sdTri(lp, param_size); }
|
||||
else if (form < 3.5) { d = sdLine(lp, vec2(-param_size, 0.0), vec2(param_size, 0.0)); }
|
||||
else { d = sdPoly(lp, param_size, 6); }
|
||||
float v;
|
||||
if (fill < 0.5) { v = 1.0 - smoothstep(0.0, 0.01, d); }
|
||||
else { v = 1.0 - smoothstep(0.0, 0.01, abs(d) - 0.01); }
|
||||
acc += v;
|
||||
colAcc += v * (float(i) / max(maxN - 1.0, 1.0));
|
||||
}
|
||||
acc = clamp(acc, 0.0, 1.0);
|
||||
float mixT = maxN > 1.0 ? colAcc / max(acc, 1e-5) : 0.0;
|
||||
vec3 col = mix(param_color_a.rgb, param_color_b.rgb, mixT);
|
||||
fragColor = vec4(col * acc * u_layer_opacity, acc * u_layer_opacity);
|
||||
}
|
||||
@@ -0,0 +1,93 @@
|
||||
// Shapes Generator
|
||||
// HMS MediaEngine – Generator (GLES, Raspberry Pi). ES 2.0: texture2D, gl_FragColor, Schleifen mit konstanter Höchstgrenze.
|
||||
#version 100
|
||||
precision mediump float;
|
||||
|
||||
uniform vec2 u_resolution;
|
||||
uniform float u_time_seconds;
|
||||
uniform float u_delta_seconds;
|
||||
uniform float u_frame_index;
|
||||
uniform float u_layer_opacity;
|
||||
uniform float u_audio_rms;
|
||||
uniform float u_audio_peak;
|
||||
uniform float u_audio_bass;
|
||||
uniform float u_audio_mid;
|
||||
uniform float u_audio_treble;
|
||||
uniform float u_audio_beat;
|
||||
uniform float4 param_color_a;
|
||||
uniform float4 param_color_b;
|
||||
uniform float param_form;
|
||||
uniform float param_count;
|
||||
uniform float param_size;
|
||||
uniform float param_rotation;
|
||||
uniform float param_distribution;
|
||||
uniform float param_fill_stroke;
|
||||
uniform float param_seed;
|
||||
uniform float u_quality_samples;
|
||||
|
||||
varying vec2 v_uv;
|
||||
|
||||
float hash21(vec2 p)
|
||||
{
|
||||
p = fract(p * vec2(123.34, 456.21));
|
||||
p += dot(p, p + 45.32);
|
||||
return fract(p.x * p.y);
|
||||
}
|
||||
|
||||
float sdCircle(vec2 p, float r) { return length(p) - r; }
|
||||
float sdBox(vec2 p, vec2 b) { vec2 d = abs(p) - b; return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0); }
|
||||
float sdTri(vec2 p, float s) { p = abs(p); return max(p.x * 0.8660254 + p.y * 0.5, -p.y) - s * 0.5; }
|
||||
float sdLine(vec2 p, vec2 a, vec2 b) { vec2 pa = p - a; vec2 ba = b - a; float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0); return length(pa - ba * h); }
|
||||
float sdPoly(vec2 p, float r, int n) { float an = 6.2831853 / float(n); float a = atan(p.x, p.y) + 0.5; float b = an * floor(a / an); vec2 q = vec2(cos(b), sin(b)) * dot(vec2(cos(a), sin(a)), vec2(cos(b), sin(b))); return length(p - q * r); }
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 p = v_uv - 0.5;
|
||||
float t = u_time_seconds;
|
||||
float maxN = clamp(u_quality_samples, 1.0, 64.0);
|
||||
float form = floor(param_form + 0.5);
|
||||
float distr = floor(param_distribution + 0.5);
|
||||
float fill = floor(param_fill_stroke + 0.5);
|
||||
float acc = 0.0;
|
||||
float colAcc = 0.0;
|
||||
for (int i = 0; i < 64; i++)
|
||||
{
|
||||
if (float(i) >= maxN) { break; }
|
||||
vec2 pos;
|
||||
if (distr < 0.5)
|
||||
{
|
||||
float g = ceil(sqrt(maxN));
|
||||
float gx = float(i % int(g));
|
||||
float gy = floor(float(i) / g);
|
||||
pos = (vec2(gx, gy) + 0.5) / g - 0.5;
|
||||
}
|
||||
else if (distr < 1.5)
|
||||
{
|
||||
float ang = 6.2831853 * float(i) / maxN;
|
||||
pos = 0.35 * vec2(cos(ang), sin(ang));
|
||||
}
|
||||
else
|
||||
{
|
||||
pos = vec2(hash21(vec2(float(i) + param_seed, 1.0)), hash21(vec2(float(i) + param_seed, 2.0))) - 0.5;
|
||||
}
|
||||
vec2 lp = p - pos;
|
||||
float cr = cos(param_rotation);
|
||||
float sr = sin(param_rotation);
|
||||
lp = vec2(cr * lp.x - sr * lp.y, sr * lp.x + cr * lp.y);
|
||||
float d;
|
||||
if (form < 0.5) { d = sdCircle(lp, param_size); }
|
||||
else if (form < 1.5) { d = sdBox(lp, vec2(param_size, param_size)); }
|
||||
else if (form < 2.5) { d = sdTri(lp, param_size); }
|
||||
else if (form < 3.5) { d = sdLine(lp, vec2(-param_size, 0.0), vec2(param_size, 0.0)); }
|
||||
else { d = sdPoly(lp, param_size, 6); }
|
||||
float v;
|
||||
if (fill < 0.5) { v = 1.0 - smoothstep(0.0, 0.01, d); }
|
||||
else { v = 1.0 - smoothstep(0.0, 0.01, abs(d) - 0.01); }
|
||||
acc += v;
|
||||
colAcc += v * (float(i) / max(maxN - 1.0, 1.0));
|
||||
}
|
||||
acc = clamp(acc, 0.0, 1.0);
|
||||
float mixT = maxN > 1.0 ? colAcc / max(acc, 1e-5) : 0.0;
|
||||
vec3 col = mix(param_color_a.rgb, param_color_b.rgb, mixT);
|
||||
gl_FragColor = vec4(col * acc * u_layer_opacity, acc * u_layer_opacity);
|
||||
}
|
||||
@@ -0,0 +1,96 @@
|
||||
{
|
||||
"schema_version": 1,
|
||||
"id": "com.hms.generator.solid",
|
||||
"name": "Solid",
|
||||
"version": "1.0.0",
|
||||
"api_version": 1,
|
||||
"kind": "generator",
|
||||
"vendor": "HMS",
|
||||
"entrypoints": {
|
||||
"d3d11": {
|
||||
"type": "hlsl_singlepass",
|
||||
"passes": [
|
||||
{
|
||||
"pixel_shader": "shaders/d3d11/solid.hlsl"
|
||||
}
|
||||
]
|
||||
},
|
||||
"gl": {
|
||||
"type": "glsl_singlepass",
|
||||
"passes": [
|
||||
{
|
||||
"fragment": "shaders/gl/solid.frag"
|
||||
}
|
||||
]
|
||||
},
|
||||
"gles": {
|
||||
"type": "glsl_es_singlepass",
|
||||
"passes": [
|
||||
{
|
||||
"fragment": "shaders/gles/solid.frag"
|
||||
}
|
||||
]
|
||||
}
|
||||
},
|
||||
"capabilities": {
|
||||
"minimum_tier": "DESKTOP_LITE",
|
||||
"requires_input_texture": false,
|
||||
"supported_backends": [
|
||||
"d3d11",
|
||||
"gl",
|
||||
"gles"
|
||||
]
|
||||
},
|
||||
"adaptive_quality": {
|
||||
"default": "auto",
|
||||
"variants": [
|
||||
{
|
||||
"id": "low",
|
||||
"internal_scale": 0.5,
|
||||
"samples": 1
|
||||
},
|
||||
{
|
||||
"id": "medium",
|
||||
"internal_scale": 1.0,
|
||||
"samples": 1
|
||||
},
|
||||
{
|
||||
"id": "high",
|
||||
"internal_scale": 1.0,
|
||||
"samples": 1
|
||||
}
|
||||
]
|
||||
},
|
||||
"parameters": [
|
||||
{
|
||||
"id": "color_a",
|
||||
"label": "Color A",
|
||||
"type": "color",
|
||||
"default": [
|
||||
1.0,
|
||||
1.0,
|
||||
1.0,
|
||||
1.0
|
||||
],
|
||||
"dmx_slots": [
|
||||
1,
|
||||
2,
|
||||
3,
|
||||
4
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "alpha",
|
||||
"label": "Alpha",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 1.0,
|
||||
"default": 1.0,
|
||||
"dmx_slots": [
|
||||
5
|
||||
],
|
||||
"curve": "linear"
|
||||
}
|
||||
],
|
||||
"failure_mode": "bypass"
|
||||
}
|
||||
@@ -0,0 +1,33 @@
|
||||
// HMS MediaEngine - Generator (D3D11)
|
||||
// Erzeugt ohne Eingangstextur; cbuffer-Satz identisch zu Filtern (§12.6).
|
||||
|
||||
Texture2D u_input_texture : register(t0);
|
||||
SamplerState u_sampler : register(s0);
|
||||
|
||||
cbuffer hms_params : register(b0)
|
||||
{
|
||||
float4 u_resolution; // xy = Auflösung in Pixeln
|
||||
float u_time_seconds;
|
||||
float u_delta_seconds;
|
||||
float u_frame_index;
|
||||
float u_layer_opacity;
|
||||
float u_audio_rms;
|
||||
float u_audio_peak;
|
||||
float u_audio_bass;
|
||||
float u_audio_mid;
|
||||
float u_audio_treble;
|
||||
float u_audio_beat;
|
||||
float4 param_color_a;
|
||||
float param_alpha;
|
||||
float _pad0;
|
||||
float _pad1;
|
||||
float _pad2;
|
||||
};
|
||||
|
||||
|
||||
float4 mainPS(float4 pos : SV_POSITION, float2 uv : TEXCOORD0) : SV_Target
|
||||
{
|
||||
float4 col = param_color_a;
|
||||
col.a *= saturate(param_alpha) * u_layer_opacity;
|
||||
return col;
|
||||
}
|
||||
@@ -0,0 +1,29 @@
|
||||
#version 330 core
|
||||
// HMS MediaEngine - Generator (GLSL, Linux x64)
|
||||
// Semantik identisch zur HLSL-Variante (§12.6, §15.4).
|
||||
|
||||
uniform sampler2D u_input_texture;
|
||||
uniform vec2 u_resolution;
|
||||
uniform float u_time_seconds;
|
||||
uniform float u_delta_seconds;
|
||||
uniform float u_frame_index;
|
||||
uniform float u_layer_opacity;
|
||||
uniform float u_audio_rms;
|
||||
uniform float u_audio_peak;
|
||||
uniform float u_audio_bass;
|
||||
uniform float u_audio_mid;
|
||||
uniform float u_audio_treble;
|
||||
uniform float u_audio_beat;
|
||||
uniform vec4 param_color_a;
|
||||
uniform float param_alpha;
|
||||
|
||||
|
||||
in vec2 v_uv;
|
||||
out vec4 fragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 col = param_color_a;
|
||||
col.a *= clamp(param_alpha, 0.0, 1.0) * u_layer_opacity;
|
||||
fragColor = col;
|
||||
}
|
||||
@@ -0,0 +1,29 @@
|
||||
#version 100
|
||||
// HMS MediaEngine - Generator (GLES, Raspberry Pi)
|
||||
// ES 2.0: texture2D, varying, gl_FragColor, Schleifen mit konstanter Höchstgrenze.
|
||||
precision mediump float;
|
||||
|
||||
uniform sampler2D u_input_texture;
|
||||
uniform vec2 u_resolution;
|
||||
uniform float u_time_seconds;
|
||||
uniform float u_delta_seconds;
|
||||
uniform float u_frame_index;
|
||||
uniform float u_layer_opacity;
|
||||
uniform float u_audio_rms;
|
||||
uniform float u_audio_peak;
|
||||
uniform float u_audio_bass;
|
||||
uniform float u_audio_mid;
|
||||
uniform float u_audio_treble;
|
||||
uniform float u_audio_beat;
|
||||
uniform vec4 param_color_a;
|
||||
uniform float param_alpha;
|
||||
|
||||
|
||||
varying vec2 v_uv;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 col = param_color_a;
|
||||
col.a *= clamp(param_alpha, 0.0, 1.0) * u_layer_opacity;
|
||||
gl_FragColor = col;
|
||||
}
|
||||
@@ -0,0 +1,190 @@
|
||||
{
|
||||
"schema_version": 1,
|
||||
"id": "com.hms.generator.starfield",
|
||||
"name": "Starfield",
|
||||
"version": "1.0.0",
|
||||
"api_version": 1,
|
||||
"kind": "generator",
|
||||
"vendor": "HMS",
|
||||
"entrypoints": {
|
||||
"d3d11": {
|
||||
"type": "hlsl_singlepass",
|
||||
"passes": [
|
||||
{
|
||||
"pixel_shader": "shaders/d3d11/starfield.hlsl"
|
||||
}
|
||||
]
|
||||
},
|
||||
"gl": {
|
||||
"type": "glsl_singlepass",
|
||||
"passes": [
|
||||
{
|
||||
"fragment": "shaders/gl/starfield.frag"
|
||||
}
|
||||
]
|
||||
},
|
||||
"gles": {
|
||||
"type": "glsl_es_singlepass",
|
||||
"passes": [
|
||||
{
|
||||
"fragment": "shaders/gles/starfield.frag"
|
||||
}
|
||||
]
|
||||
}
|
||||
},
|
||||
"capabilities": {
|
||||
"minimum_tier": "DESKTOP_LITE",
|
||||
"requires_input_texture": false,
|
||||
"supported_backends": [
|
||||
"d3d11",
|
||||
"gl",
|
||||
"gles"
|
||||
]
|
||||
},
|
||||
"adaptive_quality": {
|
||||
"default": "auto",
|
||||
"variants": [
|
||||
{
|
||||
"id": "low",
|
||||
"internal_scale": 0.5,
|
||||
"samples": 32
|
||||
},
|
||||
{
|
||||
"id": "medium",
|
||||
"internal_scale": 0.75,
|
||||
"samples": 128
|
||||
},
|
||||
{
|
||||
"id": "high",
|
||||
"internal_scale": 1.0,
|
||||
"samples": 512
|
||||
}
|
||||
],
|
||||
"transition_ms": 180,
|
||||
"semantic_parameters_unchanged": [
|
||||
"count",
|
||||
"seed"
|
||||
]
|
||||
},
|
||||
"parameters": [
|
||||
{
|
||||
"id": "color_a",
|
||||
"label": "Color A",
|
||||
"type": "color",
|
||||
"default": [
|
||||
1.0,
|
||||
1.0,
|
||||
1.0,
|
||||
1.0
|
||||
],
|
||||
"dmx_slots": [
|
||||
1
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "color_b",
|
||||
"label": "Color B",
|
||||
"type": "color",
|
||||
"default": [
|
||||
0.4,
|
||||
0.6,
|
||||
1.0,
|
||||
1.0
|
||||
],
|
||||
"dmx_slots": [
|
||||
2
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "count",
|
||||
"label": "Count",
|
||||
"type": "int",
|
||||
"minimum": 1,
|
||||
"maximum": 512,
|
||||
"default": 128,
|
||||
"dmx_slots": [
|
||||
3
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "size",
|
||||
"label": "Size",
|
||||
"type": "float",
|
||||
"minimum": 0.001,
|
||||
"maximum": 0.05,
|
||||
"default": 0.01,
|
||||
"dmx_slots": [
|
||||
4
|
||||
],
|
||||
"curve": "quadratic"
|
||||
},
|
||||
{
|
||||
"id": "speed",
|
||||
"label": "Speed",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 4.0,
|
||||
"default": 1.0,
|
||||
"dmx_slots": [
|
||||
5
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "direction_x",
|
||||
"label": "Direction X",
|
||||
"type": "float",
|
||||
"minimum": -1.0,
|
||||
"maximum": 1.0,
|
||||
"default": 0.0,
|
||||
"dmx_slots": [
|
||||
6
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "direction_y",
|
||||
"label": "Direction Y",
|
||||
"type": "float",
|
||||
"minimum": -1.0,
|
||||
"maximum": 1.0,
|
||||
"default": -1.0,
|
||||
"dmx_slots": [
|
||||
7
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "depth",
|
||||
"label": "Depth",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 1.0,
|
||||
"default": 0.5,
|
||||
"dmx_slots": [
|
||||
8
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "twinkle",
|
||||
"label": "Twinkle",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 1.0,
|
||||
"default": 0.5,
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "seed",
|
||||
"label": "Seed",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 100.0,
|
||||
"default": 1.0,
|
||||
"curve": "linear"
|
||||
}
|
||||
],
|
||||
"failure_mode": "bypass"
|
||||
}
|
||||
@@ -0,0 +1,74 @@
|
||||
// Starfield Generator
|
||||
// HMS MediaEngine – Generator (kein Eingangstextur-Bezug, cbuffer identisch §14.4)
|
||||
// D3D11-Pixelshader (PS_5_0). Semantik identisch zu GL/GLES (§12.6, §15.1).
|
||||
|
||||
Texture2D u_input_texture : register(t0);
|
||||
SamplerState u_sampler : register(s0);
|
||||
|
||||
cbuffer hms_params : register(b0)
|
||||
{
|
||||
float4 u_resolution; // xy = Auflösung in Pixeln
|
||||
float u_time_seconds;
|
||||
float u_delta_seconds;
|
||||
float u_frame_index;
|
||||
float u_layer_opacity;
|
||||
float u_audio_rms;
|
||||
float u_audio_peak;
|
||||
float u_audio_bass;
|
||||
float u_audio_mid;
|
||||
float u_audio_treble;
|
||||
float u_audio_beat;
|
||||
float4 param_color_a;
|
||||
float4 param_color_b;
|
||||
float param_count;
|
||||
float param_size;
|
||||
float param_speed;
|
||||
float param_direction_x;
|
||||
float param_direction_y;
|
||||
float param_depth;
|
||||
float param_twinkle;
|
||||
float param_seed;
|
||||
float u_quality_samples; // AQ-Variante (Backend-Bindung)
|
||||
float _pad0; // 16-Byte-Alignment
|
||||
};
|
||||
|
||||
float hash21(float2 p)
|
||||
{
|
||||
p = frac(p * float2(123.34, 456.21));
|
||||
p += dot(p, p + 45.32);
|
||||
return frac(p.x * p.y);
|
||||
}
|
||||
|
||||
float4 mainPS(float4 pos : SV_POSITION, float2 uv : TEXCOORD0) : SV_Target
|
||||
{
|
||||
float2 p = uv;
|
||||
float t = u_time_seconds * param_speed;
|
||||
float maxN = clamp(u_quality_samples, 1.0, 512.0);
|
||||
float dl = length(float2(param_direction_x, param_direction_y));
|
||||
float2 dir = dl > 1e-4 ? float2(param_direction_x, param_direction_y) / dl : float2(0.0, -1.0);
|
||||
float acc = 0.0;
|
||||
float colAcc = 0.0;
|
||||
[loop]
|
||||
for (int i = 0; i < 512; i++)
|
||||
{
|
||||
if (float(i) >= maxN) { break; }
|
||||
float2 base = float2(hash21(float2(float(i) + param_seed, 1.0)), hash21(float2(float(i) + param_seed, 2.0)));
|
||||
float depth = hash21(float2(float(i) + param_seed, 3.0)) * param_depth;
|
||||
float2 pos = base + dir * t * (0.1 + depth * 0.9);
|
||||
pos = frac(pos);
|
||||
float2 d = pos - p;
|
||||
d = abs(d);
|
||||
d = min(d, 1.0 - d);
|
||||
float dist = length(d);
|
||||
float s = param_size * (0.3 + depth);
|
||||
float star = exp(-dist * dist / max(s * s, 1e-5));
|
||||
float tw = 0.5 + 0.5 * sin(t * 3.0 + param_seed * 10.0 + float(i) * 1.7);
|
||||
star *= lerp(1.0, tw, param_twinkle);
|
||||
acc += star;
|
||||
colAcc += star * depth;
|
||||
}
|
||||
acc = saturate(acc);
|
||||
float mixT = maxN > 1.0 ? colAcc / max(acc, 1e-5) : 0.0;
|
||||
float3 col = lerp(param_color_a.rgb, param_color_b.rgb, mixT);
|
||||
return float4(col * acc * u_layer_opacity, acc * u_layer_opacity);
|
||||
}
|
||||
@@ -0,0 +1,69 @@
|
||||
// Starfield Generator
|
||||
// HMS MediaEngine – Generator (GLSL, Linux x64). Semantik identisch zu HLSL/GLES (§12.6, §15.1).
|
||||
#version 330 core
|
||||
|
||||
uniform vec2 u_resolution;
|
||||
uniform float u_time_seconds;
|
||||
uniform float u_delta_seconds;
|
||||
uniform float u_frame_index;
|
||||
uniform float u_layer_opacity;
|
||||
uniform float u_audio_rms;
|
||||
uniform float u_audio_peak;
|
||||
uniform float u_audio_bass;
|
||||
uniform float u_audio_mid;
|
||||
uniform float u_audio_treble;
|
||||
uniform float u_audio_beat;
|
||||
uniform float4 param_color_a;
|
||||
uniform float4 param_color_b;
|
||||
uniform float param_count;
|
||||
uniform float param_size;
|
||||
uniform float param_speed;
|
||||
uniform float param_direction_x;
|
||||
uniform float param_direction_y;
|
||||
uniform float param_depth;
|
||||
uniform float param_twinkle;
|
||||
uniform float param_seed;
|
||||
uniform float u_quality_samples;
|
||||
|
||||
in vec2 v_uv;
|
||||
out vec4 fragColor;
|
||||
|
||||
float hash21(vec2 p)
|
||||
{
|
||||
p = fract(p * vec2(123.34, 456.21));
|
||||
p += dot(p, p + 45.32);
|
||||
return fract(p.x * p.y);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 p = v_uv;
|
||||
float t = u_time_seconds * param_speed;
|
||||
float maxN = clamp(u_quality_samples, 1.0, 512.0);
|
||||
float dl = length(vec2(param_direction_x, param_direction_y));
|
||||
vec2 dir = dl > 1e-4 ? vec2(param_direction_x, param_direction_y) / dl : vec2(0.0, -1.0);
|
||||
float acc = 0.0;
|
||||
float colAcc = 0.0;
|
||||
for (int i = 0; i < 512; i++)
|
||||
{
|
||||
if (float(i) >= maxN) { break; }
|
||||
vec2 base = vec2(hash21(vec2(float(i) + param_seed, 1.0)), hash21(vec2(float(i) + param_seed, 2.0)));
|
||||
float depth = hash21(vec2(float(i) + param_seed, 3.0)) * param_depth;
|
||||
vec2 pos = base + dir * t * (0.1 + depth * 0.9);
|
||||
pos = fract(pos);
|
||||
vec2 d = pos - p;
|
||||
d = abs(d);
|
||||
d = min(d, 1.0 - d);
|
||||
float dist = length(d);
|
||||
float s = param_size * (0.3 + depth);
|
||||
float star = exp(-dist * dist / max(s * s, 1e-5));
|
||||
float tw = 0.5 + 0.5 * sin(t * 3.0 + param_seed * 10.0 + float(i) * 1.7);
|
||||
star *= mix(1.0, tw, param_twinkle);
|
||||
acc += star;
|
||||
colAcc += star * depth;
|
||||
}
|
||||
acc = clamp(acc, 0.0, 1.0);
|
||||
float mixT = maxN > 1.0 ? colAcc / max(acc, 1e-5) : 0.0;
|
||||
vec3 col = mix(param_color_a.rgb, param_color_b.rgb, mixT);
|
||||
fragColor = vec4(col * acc * u_layer_opacity, acc * u_layer_opacity);
|
||||
}
|
||||
@@ -0,0 +1,69 @@
|
||||
// Starfield Generator
|
||||
// HMS MediaEngine – Generator (GLES, Raspberry Pi). ES 2.0: texture2D, gl_FragColor, Schleifen mit konstanter Höchstgrenze.
|
||||
#version 100
|
||||
precision mediump float;
|
||||
|
||||
uniform vec2 u_resolution;
|
||||
uniform float u_time_seconds;
|
||||
uniform float u_delta_seconds;
|
||||
uniform float u_frame_index;
|
||||
uniform float u_layer_opacity;
|
||||
uniform float u_audio_rms;
|
||||
uniform float u_audio_peak;
|
||||
uniform float u_audio_bass;
|
||||
uniform float u_audio_mid;
|
||||
uniform float u_audio_treble;
|
||||
uniform float u_audio_beat;
|
||||
uniform float4 param_color_a;
|
||||
uniform float4 param_color_b;
|
||||
uniform float param_count;
|
||||
uniform float param_size;
|
||||
uniform float param_speed;
|
||||
uniform float param_direction_x;
|
||||
uniform float param_direction_y;
|
||||
uniform float param_depth;
|
||||
uniform float param_twinkle;
|
||||
uniform float param_seed;
|
||||
uniform float u_quality_samples;
|
||||
|
||||
varying vec2 v_uv;
|
||||
|
||||
float hash21(vec2 p)
|
||||
{
|
||||
p = fract(p * vec2(123.34, 456.21));
|
||||
p += dot(p, p + 45.32);
|
||||
return fract(p.x * p.y);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 p = v_uv;
|
||||
float t = u_time_seconds * param_speed;
|
||||
float maxN = clamp(u_quality_samples, 1.0, 512.0);
|
||||
float dl = length(vec2(param_direction_x, param_direction_y));
|
||||
vec2 dir = dl > 1e-4 ? vec2(param_direction_x, param_direction_y) / dl : vec2(0.0, -1.0);
|
||||
float acc = 0.0;
|
||||
float colAcc = 0.0;
|
||||
for (int i = 0; i < 512; i++)
|
||||
{
|
||||
if (float(i) >= maxN) { break; }
|
||||
vec2 base = vec2(hash21(vec2(float(i) + param_seed, 1.0)), hash21(vec2(float(i) + param_seed, 2.0)));
|
||||
float depth = hash21(vec2(float(i) + param_seed, 3.0)) * param_depth;
|
||||
vec2 pos = base + dir * t * (0.1 + depth * 0.9);
|
||||
pos = fract(pos);
|
||||
vec2 d = pos - p;
|
||||
d = abs(d);
|
||||
d = min(d, 1.0 - d);
|
||||
float dist = length(d);
|
||||
float s = param_size * (0.3 + depth);
|
||||
float star = exp(-dist * dist / max(s * s, 1e-5));
|
||||
float tw = 0.5 + 0.5 * sin(t * 3.0 + param_seed * 10.0 + float(i) * 1.7);
|
||||
star *= mix(1.0, tw, param_twinkle);
|
||||
acc += star;
|
||||
colAcc += star * depth;
|
||||
}
|
||||
acc = clamp(acc, 0.0, 1.0);
|
||||
float mixT = maxN > 1.0 ? colAcc / max(acc, 1e-5) : 0.0;
|
||||
vec3 col = mix(param_color_a.rgb, param_color_b.rgb, mixT);
|
||||
gl_FragColor = vec4(col * acc * u_layer_opacity, acc * u_layer_opacity);
|
||||
}
|
||||
@@ -0,0 +1,164 @@
|
||||
{
|
||||
"schema_version": 1,
|
||||
"id": "com.hms.generator.stripes_chaser",
|
||||
"name": "Stripes Chaser",
|
||||
"version": "1.0.0",
|
||||
"api_version": 1,
|
||||
"kind": "generator",
|
||||
"vendor": "HMS",
|
||||
"entrypoints": {
|
||||
"d3d11": {
|
||||
"type": "hlsl_singlepass",
|
||||
"passes": [
|
||||
{
|
||||
"pixel_shader": "shaders/d3d11/stripes_chaser.hlsl"
|
||||
}
|
||||
]
|
||||
},
|
||||
"gl": {
|
||||
"type": "glsl_singlepass",
|
||||
"passes": [
|
||||
{
|
||||
"fragment": "shaders/gl/stripes_chaser.frag"
|
||||
}
|
||||
]
|
||||
},
|
||||
"gles": {
|
||||
"type": "glsl_es_singlepass",
|
||||
"passes": [
|
||||
{
|
||||
"fragment": "shaders/gles/stripes_chaser.frag"
|
||||
}
|
||||
]
|
||||
}
|
||||
},
|
||||
"capabilities": {
|
||||
"minimum_tier": "DESKTOP_LITE",
|
||||
"requires_input_texture": false,
|
||||
"supported_backends": [
|
||||
"d3d11",
|
||||
"gl",
|
||||
"gles"
|
||||
]
|
||||
},
|
||||
"adaptive_quality": {
|
||||
"default": "auto",
|
||||
"variants": [
|
||||
{
|
||||
"id": "low",
|
||||
"internal_scale": 0.5,
|
||||
"samples": 1
|
||||
},
|
||||
{
|
||||
"id": "medium",
|
||||
"internal_scale": 1.0,
|
||||
"samples": 1
|
||||
},
|
||||
{
|
||||
"id": "high",
|
||||
"internal_scale": 1.0,
|
||||
"samples": 1
|
||||
}
|
||||
]
|
||||
},
|
||||
"parameters": [
|
||||
{
|
||||
"id": "color_a",
|
||||
"label": "Color A",
|
||||
"type": "color",
|
||||
"default": [
|
||||
1.0,
|
||||
1.0,
|
||||
0.0,
|
||||
1.0
|
||||
],
|
||||
"dmx_slots": [
|
||||
1,
|
||||
2,
|
||||
3,
|
||||
4
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "color_b",
|
||||
"label": "Color B",
|
||||
"type": "color",
|
||||
"default": [
|
||||
0.0,
|
||||
0.0,
|
||||
1.0,
|
||||
1.0
|
||||
],
|
||||
"dmx_slots": [
|
||||
5,
|
||||
6,
|
||||
7,
|
||||
8
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "width",
|
||||
"label": "Width",
|
||||
"type": "float",
|
||||
"minimum": 0.01,
|
||||
"maximum": 1.0,
|
||||
"default": 0.2,
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "spacing",
|
||||
"label": "Spacing",
|
||||
"type": "float",
|
||||
"minimum": 0.05,
|
||||
"maximum": 2.0,
|
||||
"default": 0.5,
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "angle",
|
||||
"label": "Angle",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 360.0,
|
||||
"default": 0.0,
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "direction",
|
||||
"label": "Direction",
|
||||
"type": "float",
|
||||
"minimum": -1.0,
|
||||
"maximum": 1.0,
|
||||
"default": 1.0,
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "phase",
|
||||
"label": "Phase",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 1.0,
|
||||
"default": 0.0,
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "speed",
|
||||
"label": "Speed",
|
||||
"type": "float",
|
||||
"minimum": -2.0,
|
||||
"maximum": 2.0,
|
||||
"default": 0.5,
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "softness",
|
||||
"label": "Softness",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 0.5,
|
||||
"default": 0.05,
|
||||
"curve": "linear"
|
||||
}
|
||||
],
|
||||
"failure_mode": "bypass"
|
||||
}
|
||||
+48
@@ -0,0 +1,48 @@
|
||||
// HMS MediaEngine - Generator (D3D11)
|
||||
// Erzeugt ohne Eingangstextur; cbuffer-Satz identisch zu Filtern (§12.6).
|
||||
|
||||
Texture2D u_input_texture : register(t0);
|
||||
SamplerState u_sampler : register(s0);
|
||||
|
||||
cbuffer hms_params : register(b0)
|
||||
{
|
||||
float4 u_resolution; // xy = Auflösung in Pixeln
|
||||
float u_time_seconds;
|
||||
float u_delta_seconds;
|
||||
float u_frame_index;
|
||||
float u_layer_opacity;
|
||||
float u_audio_rms;
|
||||
float u_audio_peak;
|
||||
float u_audio_bass;
|
||||
float u_audio_mid;
|
||||
float u_audio_treble;
|
||||
float u_audio_beat;
|
||||
float4 param_color_a;
|
||||
float4 param_color_b;
|
||||
float param_width;
|
||||
float param_spacing;
|
||||
float param_angle;
|
||||
float param_direction;
|
||||
float param_phase;
|
||||
float param_speed;
|
||||
float param_softness;
|
||||
float _pad0;
|
||||
float _pad1;
|
||||
float _pad2;
|
||||
};
|
||||
|
||||
|
||||
float4 mainPS(float4 pos : SV_POSITION, float2 uv : TEXCOORD0) : SV_Target
|
||||
{
|
||||
float ang = radians(param_angle);
|
||||
float2 dir = float2(cos(ang), sin(ang));
|
||||
float2 p = uv + dir * (u_time_seconds * param_speed * param_direction);
|
||||
float t = dot(p, dir) / max(param_spacing, 0.0001) + param_phase;
|
||||
float stripe = frac(t);
|
||||
float w = max(param_width, 0.0001) / max(param_spacing, 0.0001);
|
||||
float soft = max(param_softness, 0.0001);
|
||||
float m = smoothstep(w, w + soft, stripe);
|
||||
float4 col = lerp(param_color_a, param_color_b, m);
|
||||
col.a *= u_layer_opacity;
|
||||
return col;
|
||||
}
|
||||
+44
@@ -0,0 +1,44 @@
|
||||
#version 330 core
|
||||
// HMS MediaEngine - Generator (GLSL, Linux x64)
|
||||
// Semantik identisch zur HLSL-Variante (§12.6, §15.4).
|
||||
|
||||
uniform sampler2D u_input_texture;
|
||||
uniform vec2 u_resolution;
|
||||
uniform float u_time_seconds;
|
||||
uniform float u_delta_seconds;
|
||||
uniform float u_frame_index;
|
||||
uniform float u_layer_opacity;
|
||||
uniform float u_audio_rms;
|
||||
uniform float u_audio_peak;
|
||||
uniform float u_audio_bass;
|
||||
uniform float u_audio_mid;
|
||||
uniform float u_audio_treble;
|
||||
uniform float u_audio_beat;
|
||||
uniform vec4 param_color_a;
|
||||
uniform vec4 param_color_b;
|
||||
uniform float param_width;
|
||||
uniform float param_spacing;
|
||||
uniform float param_angle;
|
||||
uniform float param_direction;
|
||||
uniform float param_phase;
|
||||
uniform float param_speed;
|
||||
uniform float param_softness;
|
||||
|
||||
|
||||
in vec2 v_uv;
|
||||
out vec4 fragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
float ang = radians(param_angle);
|
||||
vec2 dir = vec2(cos(ang), sin(ang));
|
||||
vec2 p = v_uv + dir * (u_time_seconds * param_speed * param_direction);
|
||||
float t = dot(p, dir) / max(param_spacing, 0.0001) + param_phase;
|
||||
float stripe = fract(t);
|
||||
float w = max(param_width, 0.0001) / max(param_spacing, 0.0001);
|
||||
float soft = max(param_softness, 0.0001);
|
||||
float m = smoothstep(w, w + soft, stripe);
|
||||
vec4 col = mix(param_color_a, param_color_b, m);
|
||||
col.a *= u_layer_opacity;
|
||||
fragColor = col;
|
||||
}
|
||||
+44
@@ -0,0 +1,44 @@
|
||||
#version 100
|
||||
// HMS MediaEngine - Generator (GLES, Raspberry Pi)
|
||||
// ES 2.0: texture2D, varying, gl_FragColor, Schleifen mit konstanter Höchstgrenze.
|
||||
precision mediump float;
|
||||
|
||||
uniform sampler2D u_input_texture;
|
||||
uniform vec2 u_resolution;
|
||||
uniform float u_time_seconds;
|
||||
uniform float u_delta_seconds;
|
||||
uniform float u_frame_index;
|
||||
uniform float u_layer_opacity;
|
||||
uniform float u_audio_rms;
|
||||
uniform float u_audio_peak;
|
||||
uniform float u_audio_bass;
|
||||
uniform float u_audio_mid;
|
||||
uniform float u_audio_treble;
|
||||
uniform float u_audio_beat;
|
||||
uniform vec4 param_color_a;
|
||||
uniform vec4 param_color_b;
|
||||
uniform float param_width;
|
||||
uniform float param_spacing;
|
||||
uniform float param_angle;
|
||||
uniform float param_direction;
|
||||
uniform float param_phase;
|
||||
uniform float param_speed;
|
||||
uniform float param_softness;
|
||||
|
||||
|
||||
varying vec2 v_uv;
|
||||
|
||||
void main()
|
||||
{
|
||||
float ang = radians(param_angle);
|
||||
vec2 dir = vec2(cos(ang), sin(ang));
|
||||
vec2 p = v_uv + dir * (u_time_seconds * param_speed * param_direction);
|
||||
float t = dot(p, dir) / max(param_spacing, 0.0001) + param_phase;
|
||||
float stripe = fract(t);
|
||||
float w = max(param_width, 0.0001) / max(param_spacing, 0.0001);
|
||||
float soft = max(param_softness, 0.0001);
|
||||
float m = smoothstep(w, w + soft, stripe);
|
||||
vec4 col = mix(param_color_a, param_color_b, m);
|
||||
col.a *= u_layer_opacity;
|
||||
gl_FragColor = col;
|
||||
}
|
||||
@@ -0,0 +1,184 @@
|
||||
{
|
||||
"schema_version": 1,
|
||||
"id": "com.hms.generator.wave_bars",
|
||||
"name": "Wave Bars",
|
||||
"version": "1.0.0",
|
||||
"api_version": 1,
|
||||
"kind": "generator",
|
||||
"vendor": "HMS",
|
||||
"entrypoints": {
|
||||
"d3d11": {
|
||||
"type": "hlsl_singlepass",
|
||||
"passes": [
|
||||
{
|
||||
"pixel_shader": "shaders/d3d11/wave_bars.hlsl"
|
||||
}
|
||||
]
|
||||
},
|
||||
"gl": {
|
||||
"type": "glsl_singlepass",
|
||||
"passes": [
|
||||
{
|
||||
"fragment": "shaders/gl/wave_bars.frag"
|
||||
}
|
||||
]
|
||||
},
|
||||
"gles": {
|
||||
"type": "glsl_es_singlepass",
|
||||
"passes": [
|
||||
{
|
||||
"fragment": "shaders/gles/wave_bars.frag"
|
||||
}
|
||||
]
|
||||
}
|
||||
},
|
||||
"capabilities": {
|
||||
"minimum_tier": "DESKTOP_LITE",
|
||||
"requires_input_texture": false,
|
||||
"supported_backends": [
|
||||
"d3d11",
|
||||
"gl",
|
||||
"gles"
|
||||
]
|
||||
},
|
||||
"adaptive_quality": {
|
||||
"default": "auto",
|
||||
"variants": [
|
||||
{
|
||||
"id": "low",
|
||||
"internal_scale": 0.5,
|
||||
"samples": 8
|
||||
},
|
||||
{
|
||||
"id": "medium",
|
||||
"internal_scale": 0.75,
|
||||
"samples": 16
|
||||
},
|
||||
{
|
||||
"id": "high",
|
||||
"internal_scale": 1.0,
|
||||
"samples": 32
|
||||
}
|
||||
],
|
||||
"transition_ms": 180,
|
||||
"semantic_parameters_unchanged": [
|
||||
"count",
|
||||
"phase"
|
||||
]
|
||||
},
|
||||
"parameters": [
|
||||
{
|
||||
"id": "color_a",
|
||||
"label": "Color A",
|
||||
"type": "color",
|
||||
"default": [
|
||||
1.0,
|
||||
0.6,
|
||||
0.1,
|
||||
1.0
|
||||
],
|
||||
"dmx_slots": [
|
||||
1
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "color_b",
|
||||
"label": "Color B",
|
||||
"type": "color",
|
||||
"default": [
|
||||
0.1,
|
||||
0.2,
|
||||
1.0,
|
||||
1.0
|
||||
],
|
||||
"dmx_slots": [
|
||||
2
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "waveform",
|
||||
"label": "Waveform",
|
||||
"type": "enum",
|
||||
"values": [
|
||||
"sine",
|
||||
"triangle",
|
||||
"saw",
|
||||
"square"
|
||||
],
|
||||
"default": "sine",
|
||||
"dmx_slots": [
|
||||
3
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "count",
|
||||
"label": "Count",
|
||||
"type": "int",
|
||||
"minimum": 1,
|
||||
"maximum": 64,
|
||||
"default": 16,
|
||||
"dmx_slots": [
|
||||
4
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "amplitude",
|
||||
"label": "Amplitude",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 1.0,
|
||||
"default": 0.5,
|
||||
"dmx_slots": [
|
||||
5
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "frequency",
|
||||
"label": "Frequency",
|
||||
"type": "float",
|
||||
"minimum": 0.5,
|
||||
"maximum": 8.0,
|
||||
"default": 2.0,
|
||||
"dmx_slots": [
|
||||
6
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "angle",
|
||||
"label": "Angle",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 6.2831853,
|
||||
"default": 0.0,
|
||||
"dmx_slots": [
|
||||
7
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "phase",
|
||||
"label": "Phase",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 6.2831853,
|
||||
"default": 0.0,
|
||||
"dmx_slots": [
|
||||
8
|
||||
],
|
||||
"curve": "linear"
|
||||
},
|
||||
{
|
||||
"id": "speed",
|
||||
"label": "Speed",
|
||||
"type": "float",
|
||||
"minimum": 0.0,
|
||||
"maximum": 4.0,
|
||||
"default": 1.0,
|
||||
"curve": "linear"
|
||||
}
|
||||
],
|
||||
"failure_mode": "bypass"
|
||||
}
|
||||
@@ -0,0 +1,64 @@
|
||||
// Wave Bars Generator
|
||||
// HMS MediaEngine – Generator (kein Eingangstextur-Bezug, cbuffer identisch §14.4)
|
||||
// D3D11-Pixelshader (PS_5_0). Semantik identisch zu GL/GLES (§12.6, §15.1).
|
||||
|
||||
Texture2D u_input_texture : register(t0);
|
||||
SamplerState u_sampler : register(s0);
|
||||
|
||||
cbuffer hms_params : register(b0)
|
||||
{
|
||||
float4 u_resolution; // xy = Auflösung in Pixeln
|
||||
float u_time_seconds;
|
||||
float u_delta_seconds;
|
||||
float u_frame_index;
|
||||
float u_layer_opacity;
|
||||
float u_audio_rms;
|
||||
float u_audio_peak;
|
||||
float u_audio_bass;
|
||||
float u_audio_mid;
|
||||
float u_audio_treble;
|
||||
float u_audio_beat;
|
||||
float4 param_color_a;
|
||||
float4 param_color_b;
|
||||
float param_waveform;
|
||||
float param_count;
|
||||
float param_amplitude;
|
||||
float param_frequency;
|
||||
float param_angle;
|
||||
float param_phase;
|
||||
float param_speed;
|
||||
float u_quality_samples; // AQ-Variante (Backend-Bindung)
|
||||
float _pad0; // 16-Byte-Alignment
|
||||
float _pad1; // 16-Byte-Alignment
|
||||
};
|
||||
|
||||
float hash21(float2 p)
|
||||
{
|
||||
p = frac(p * float2(123.34, 456.21));
|
||||
p += dot(p, p + 45.32);
|
||||
return frac(p.x * p.y);
|
||||
}
|
||||
|
||||
float4 mainPS(float4 pos : SV_POSITION, float2 uv : TEXCOORD0) : SV_Target
|
||||
{
|
||||
float2 p = uv - 0.5;
|
||||
float ca = cos(param_angle);
|
||||
float sa = sin(param_angle);
|
||||
p = float2(ca * p.x - sa * p.y, sa * p.x + ca * p.y);
|
||||
float t = u_time_seconds * param_speed + param_phase;
|
||||
float n = clamp(param_count, 1.0, 64.0);
|
||||
float cell = 1.0 / n;
|
||||
float fx = frac(p.x / cell);
|
||||
float wave;
|
||||
float wf = floor(param_waveform + 0.5);
|
||||
if (wf < 0.5) { wave = sin(fx * 6.2831853 * param_frequency + t); }
|
||||
else if (wf < 1.5) { wave = 4.0 * abs(fx - 0.5) - 1.0; }
|
||||
else if (wf < 2.5) { wave = 2.0 * fx - 1.0; }
|
||||
else { wave = (fx < 0.5) ? 1.0 : -1.0; }
|
||||
float h = 0.5 + wave * param_amplitude * 0.5;
|
||||
float aa = 0.02 / clamp(u_quality_samples, 1.0, 32.0);
|
||||
float bar = 1.0 - smoothstep(h * 0.5 - aa, h * 0.5 + aa, abs(p.y));
|
||||
float colIdx = floor(p.x / cell) / max(n - 1.0, 1.0);
|
||||
float3 col = lerp(param_color_a.rgb, param_color_b.rgb, colIdx);
|
||||
return float4(col * bar * u_layer_opacity, bar * u_layer_opacity);
|
||||
}
|
||||
@@ -0,0 +1,59 @@
|
||||
// Wave Bars Generator
|
||||
// HMS MediaEngine – Generator (GLSL, Linux x64). Semantik identisch zu HLSL/GLES (§12.6, §15.1).
|
||||
#version 330 core
|
||||
|
||||
uniform vec2 u_resolution;
|
||||
uniform float u_time_seconds;
|
||||
uniform float u_delta_seconds;
|
||||
uniform float u_frame_index;
|
||||
uniform float u_layer_opacity;
|
||||
uniform float u_audio_rms;
|
||||
uniform float u_audio_peak;
|
||||
uniform float u_audio_bass;
|
||||
uniform float u_audio_mid;
|
||||
uniform float u_audio_treble;
|
||||
uniform float u_audio_beat;
|
||||
uniform float4 param_color_a;
|
||||
uniform float4 param_color_b;
|
||||
uniform float param_waveform;
|
||||
uniform float param_count;
|
||||
uniform float param_amplitude;
|
||||
uniform float param_frequency;
|
||||
uniform float param_angle;
|
||||
uniform float param_phase;
|
||||
uniform float param_speed;
|
||||
uniform float u_quality_samples;
|
||||
|
||||
in vec2 v_uv;
|
||||
out vec4 fragColor;
|
||||
|
||||
float hash21(vec2 p)
|
||||
{
|
||||
p = fract(p * vec2(123.34, 456.21));
|
||||
p += dot(p, p + 45.32);
|
||||
return fract(p.x * p.y);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 p = v_uv - 0.5;
|
||||
float ca = cos(param_angle);
|
||||
float sa = sin(param_angle);
|
||||
p = vec2(ca * p.x - sa * p.y, sa * p.x + ca * p.y);
|
||||
float t = u_time_seconds * param_speed + param_phase;
|
||||
float n = clamp(param_count, 1.0, 64.0);
|
||||
float cell = 1.0 / n;
|
||||
float fx = fract(p.x / cell);
|
||||
float wave;
|
||||
float wf = floor(param_waveform + 0.5);
|
||||
if (wf < 0.5) { wave = sin(fx * 6.2831853 * param_frequency + t); }
|
||||
else if (wf < 1.5) { wave = 4.0 * abs(fx - 0.5) - 1.0; }
|
||||
else if (wf < 2.5) { wave = 2.0 * fx - 1.0; }
|
||||
else { wave = (fx < 0.5) ? 1.0 : -1.0; }
|
||||
float h = 0.5 + wave * param_amplitude * 0.5;
|
||||
float aa = 0.02 / clamp(u_quality_samples, 1.0, 32.0);
|
||||
float bar = 1.0 - smoothstep(h * 0.5 - aa, h * 0.5 + aa, abs(p.y));
|
||||
float colIdx = floor(p.x / cell) / max(n - 1.0, 1.0);
|
||||
vec3 col = mix(param_color_a.rgb, param_color_b.rgb, colIdx);
|
||||
fragColor = vec4(col * bar * u_layer_opacity, bar * u_layer_opacity);
|
||||
}
|
||||
@@ -0,0 +1,59 @@
|
||||
// Wave Bars Generator
|
||||
// HMS MediaEngine – Generator (GLES, Raspberry Pi). ES 2.0: texture2D, gl_FragColor, Schleifen mit konstanter Höchstgrenze.
|
||||
#version 100
|
||||
precision mediump float;
|
||||
|
||||
uniform vec2 u_resolution;
|
||||
uniform float u_time_seconds;
|
||||
uniform float u_delta_seconds;
|
||||
uniform float u_frame_index;
|
||||
uniform float u_layer_opacity;
|
||||
uniform float u_audio_rms;
|
||||
uniform float u_audio_peak;
|
||||
uniform float u_audio_bass;
|
||||
uniform float u_audio_mid;
|
||||
uniform float u_audio_treble;
|
||||
uniform float u_audio_beat;
|
||||
uniform float4 param_color_a;
|
||||
uniform float4 param_color_b;
|
||||
uniform float param_waveform;
|
||||
uniform float param_count;
|
||||
uniform float param_amplitude;
|
||||
uniform float param_frequency;
|
||||
uniform float param_angle;
|
||||
uniform float param_phase;
|
||||
uniform float param_speed;
|
||||
uniform float u_quality_samples;
|
||||
|
||||
varying vec2 v_uv;
|
||||
|
||||
float hash21(vec2 p)
|
||||
{
|
||||
p = fract(p * vec2(123.34, 456.21));
|
||||
p += dot(p, p + 45.32);
|
||||
return fract(p.x * p.y);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 p = v_uv - 0.5;
|
||||
float ca = cos(param_angle);
|
||||
float sa = sin(param_angle);
|
||||
p = vec2(ca * p.x - sa * p.y, sa * p.x + ca * p.y);
|
||||
float t = u_time_seconds * param_speed + param_phase;
|
||||
float n = clamp(param_count, 1.0, 64.0);
|
||||
float cell = 1.0 / n;
|
||||
float fx = fract(p.x / cell);
|
||||
float wave;
|
||||
float wf = floor(param_waveform + 0.5);
|
||||
if (wf < 0.5) { wave = sin(fx * 6.2831853 * param_frequency + t); }
|
||||
else if (wf < 1.5) { wave = 4.0 * abs(fx - 0.5) - 1.0; }
|
||||
else if (wf < 2.5) { wave = 2.0 * fx - 1.0; }
|
||||
else { wave = (fx < 0.5) ? 1.0 : -1.0; }
|
||||
float h = 0.5 + wave * param_amplitude * 0.5;
|
||||
float aa = 0.02 / clamp(u_quality_samples, 1.0, 32.0);
|
||||
float bar = 1.0 - smoothstep(h * 0.5 - aa, h * 0.5 + aa, abs(p.y));
|
||||
float colIdx = floor(p.x / cell) / max(n - 1.0, 1.0);
|
||||
vec3 col = mix(param_color_a.rgb, param_color_b.rgb, colIdx);
|
||||
gl_FragColor = vec4(col * bar * u_layer_opacity, bar * u_layer_opacity);
|
||||
}
|
||||
Reference in New Issue
Block a user