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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// 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_seed;
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float param_scale;
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float param_detail;
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float param_contrast;
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float param_speed;
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float param_direction_x;
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float param_direction_y;
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float param_morph;
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float u_quality_octaves;
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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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float hash21(float2 p)
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{
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return frac(sin(dot(p, float2(127.1, 311.7))) * 43758.5453);
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}
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float vnoise(float2 p)
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{
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float2 i = floor(p);
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float2 f = frac(p);
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f = f * f * (3.0 - 2.0 * f);
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float a = hash21(i);
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float b = hash21(i + float2(1.0, 0.0));
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float c = hash21(i + float2(0.0, 1.0));
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float d = hash21(i + float2(1.0, 1.0));
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return lerp(lerp(a, b, f.x), lerp(c, d, f.x), f.y);
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}
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float fbm(float2 p, float octaves)
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{
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float v = 0.0;
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float amp = 0.5;
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float freq = 1.0;
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for (float i = 0.0; i < octaves; i += 1.0)
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{
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v += amp * vnoise(p * freq);
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freq *= 2.0;
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amp *= 0.5;
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}
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return v;
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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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float2 p = uv * max(param_scale, 0.0001);
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p += float2(param_direction_x, param_direction_y) * u_time_seconds * param_speed;
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p += param_morph * sin(u_time_seconds * 0.5 + p * 2.0);
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float n = fbm(p + param_seed * 100.0, clamp(u_quality_octaves, 1.0, 5.0));
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n = (n - 0.5) * param_contrast + 0.5;
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n = saturate(n);
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float4 col = lerp(param_color_a, param_color_b, n);
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col.a *= u_layer_opacity;
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return col;
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}
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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_seed;
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uniform float param_scale;
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uniform float param_detail;
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uniform float param_contrast;
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uniform float param_speed;
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uniform float param_direction_x;
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uniform float param_direction_y;
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uniform float param_morph;
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uniform float u_quality_octaves;
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in vec2 v_uv;
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out vec4 fragColor;
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float hash21(vec2 p)
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{
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return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
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}
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float vnoise(vec2 p)
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{
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vec2 i = floor(p);
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vec2 f = fract(p);
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f = f * f * (3.0 - 2.0 * f);
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float a = hash21(i);
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float b = hash21(i + vec2(1.0, 0.0));
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float c = hash21(i + vec2(0.0, 1.0));
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float d = hash21(i + vec2(1.0, 1.0));
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return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
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}
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float fbm(vec2 p, float octaves)
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{
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float v = 0.0;
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float amp = 0.5;
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float freq = 1.0;
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for (float i = 0.0; i < octaves; i += 1.0)
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{
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v += amp * vnoise(p * freq);
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freq *= 2.0;
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amp *= 0.5;
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}
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return v;
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}
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void main()
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{
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vec2 p = v_uv * max(param_scale, 0.0001);
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p += vec2(param_direction_x, param_direction_y) * u_time_seconds * param_speed;
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p += param_morph * sin(u_time_seconds * 0.5 + p * 2.0);
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float n = fbm(p + param_seed * 100.0, clamp(u_quality_octaves, 1.0, 5.0));
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n = (n - 0.5) * param_contrast + 0.5;
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n = clamp(n, 0.0, 1.0);
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vec4 col = mix(param_color_a, param_color_b, n);
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col.a *= u_layer_opacity;
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fragColor = col;
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}
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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_seed;
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uniform float param_scale;
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uniform float param_detail;
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uniform float param_contrast;
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uniform float param_speed;
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uniform float param_direction_x;
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uniform float param_direction_y;
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uniform float param_morph;
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uniform float u_quality_octaves;
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varying vec2 v_uv;
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float hash21(vec2 p)
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{
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return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
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}
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float vnoise(vec2 p)
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{
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vec2 i = floor(p);
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vec2 f = fract(p);
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f = f * f * (3.0 - 2.0 * f);
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float a = hash21(i);
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float b = hash21(i + vec2(1.0, 0.0));
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float c = hash21(i + vec2(0.0, 1.0));
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float d = hash21(i + vec2(1.0, 1.0));
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return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
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}
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float fbm(vec2 p, float octaves)
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{
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float v = 0.0;
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float amp = 0.5;
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float freq = 1.0;
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for (int i = 0; i < 5; i++)
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{
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if (float(i) >= octaves) { break; }
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v += amp * vnoise(p * freq);
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freq *= 2.0;
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amp *= 0.5;
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}
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return v;
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}
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void main()
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{
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vec2 p = v_uv * max(param_scale, 0.0001);
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p += vec2(param_direction_x, param_direction_y) * u_time_seconds * param_speed;
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p += param_morph * sin(u_time_seconds * 0.5 + p * 2.0);
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float n = fbm(p + param_seed * 100.0, clamp(u_quality_octaves, 1.0, 5.0));
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n = (n - 0.5) * param_contrast + 0.5;
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n = clamp(n, 0.0, 1.0);
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vec4 col = mix(param_color_a, param_color_b, n);
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col.a *= u_layer_opacity;
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gl_FragColor = col;
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}
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