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:
HMS MediaEngine Agent
2026-09-11 01:53:48 +02:00
parent b4c4f214d3
commit 75ca88ddbe
105 changed files with 9670 additions and 7 deletions
@@ -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);
}