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 +1,66 @@
// 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);
}