#version 100 // HMS MediaEngine – Beispielplugin: Passthrough (OpenGL ES, Raspberry Pi Pfad) // Semantisch identisch zu HLSL/GLSL-Varianten (§36 Nr. 6, §12.6). 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 float param_mix; varying vec2 v_uv; void main() { vec4 src = texture2D(u_input_texture, v_uv); float pulse = 0.5 + 0.5 * sin(u_time_seconds * 2.0); float m = clamp(param_mix, 0.0, 1.0); vec3 rgb = src.rgb * mix(1.0, pulse, m); float a = src.a * u_layer_opacity; gl_FragColor = vec4(rgb * u_layer_opacity, a); }