Phase 3: Alle 24 Pflicht-Plugins (10 Generatoren + 14 Filter, §15.1/§15.2)
- 10 Generatoren mit Manifest + HLSL + GLSL + GLES je Plugin: solid, gradient, checker_grid, stripes_chaser, noise_clouds (AQ Octaves 2/3/5), plasma, wave_bars, shapes, drops_ripples, starfield (AQ 32/128/512 Partikel) - 14 Filter mit Manifest + Shader je Backend: transform2d (keine AQ-Geometriereduktion), color_adjust, gradient_map, blur_sharpen (separabel 2-Pass, AQ 5/9/17 Samples), pixelate_quantize, mirror_tile, kaleidoscope, wave_displace (Noise adaptiv, Amount unverändert), rgb_split, glow_bloom (Kaskade 2/4/8), edge_emboss, vignette, strobe_pulse (Safety clamp 2 Hz, nie durch DMX allein freischaltbar), feedback_trails (Double-Buffer, Clear-Trigger, §15.3) - Uniform-Vertrag §14.4 in allen 75 Shadern; Generatoren sampeln nie u_input_texture; alle Filter mit mix-0-Bypass (§15.3) - 195 parametrisierte Plugin-Tests: Manifest/Backends/DMX-Slots<=8/ AQ>=3 Varianten/Uniform-Satz/Vollstaendigkeit exakt 10+14 - Nachtraegliche Manifest-Fixes: AQ-Bloecke fuer 4 1-Pass-Filter, mix-Parameter fuer feedback_trails (Slot-Overlap vermieden) - Gesamtsuite 506 gruen, Ruff gruen
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{
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"schema_version": 1,
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"id": "com.hms.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
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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
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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
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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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