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 +1,74 @@
// Starfield 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_count;
float param_size;
float param_speed;
float param_direction_x;
float param_direction_y;
float param_depth;
float param_twinkle;
float param_seed;
float u_quality_samples; // AQ-Variante (Backend-Bindung)
float _pad0; // 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;
float t = u_time_seconds * param_speed;
float maxN = clamp(u_quality_samples, 1.0, 512.0);
float dl = length(float2(param_direction_x, param_direction_y));
float2 dir = dl > 1e-4 ? float2(param_direction_x, param_direction_y) / dl : float2(0.0, -1.0);
float acc = 0.0;
float colAcc = 0.0;
[loop]
for (int i = 0; i < 512; i++)
{
if (float(i) >= maxN) { break; }
float2 base = float2(hash21(float2(float(i) + param_seed, 1.0)), hash21(float2(float(i) + param_seed, 2.0)));
float depth = hash21(float2(float(i) + param_seed, 3.0)) * param_depth;
float2 pos = base + dir * t * (0.1 + depth * 0.9);
pos = frac(pos);
float2 d = pos - p;
d = abs(d);
d = min(d, 1.0 - d);
float dist = length(d);
float s = param_size * (0.3 + depth);
float star = exp(-dist * dist / max(s * s, 1e-5));
float tw = 0.5 + 0.5 * sin(t * 3.0 + param_seed * 10.0 + float(i) * 1.7);
star *= lerp(1.0, tw, param_twinkle);
acc += star;
colAcc += star * depth;
}
acc = saturate(acc);
float mixT = maxN > 1.0 ? colAcc / max(acc, 1e-5) : 0.0;
float3 col = lerp(param_color_a.rgb, param_color_b.rgb, mixT);
return float4(col * acc * u_layer_opacity, acc * u_layer_opacity);
}