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 +1,79 @@
// 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;
}
@@ -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;
}
@@ -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;
}