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 +1,59 @@
// Wave Bars 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_waveform;
uniform float param_count;
uniform float param_amplitude;
uniform float param_frequency;
uniform float param_angle;
uniform float param_phase;
uniform float param_speed;
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;
float ca = cos(param_angle);
float sa = sin(param_angle);
p = vec2(ca * p.x - sa * p.y, sa * p.x + ca * p.y);
float t = u_time_seconds * param_speed + param_phase;
float n = clamp(param_count, 1.0, 64.0);
float cell = 1.0 / n;
float fx = fract(p.x / cell);
float wave;
float wf = floor(param_waveform + 0.5);
if (wf < 0.5) { wave = sin(fx * 6.2831853 * param_frequency + t); }
else if (wf < 1.5) { wave = 4.0 * abs(fx - 0.5) - 1.0; }
else if (wf < 2.5) { wave = 2.0 * fx - 1.0; }
else { wave = (fx < 0.5) ? 1.0 : -1.0; }
float h = 0.5 + wave * param_amplitude * 0.5;
float aa = 0.02 / clamp(u_quality_samples, 1.0, 32.0);
float bar = 1.0 - smoothstep(h * 0.5 - aa, h * 0.5 + aa, abs(p.y));
float colIdx = floor(p.x / cell) / max(n - 1.0, 1.0);
vec3 col = mix(param_color_a.rgb, param_color_b.rgb, colIdx);
fragColor = vec4(col * bar * u_layer_opacity, bar * u_layer_opacity);
}