// HMS MediaEngine – Gaussian Blur, horizontaler Pass (separable) // PLAN.md §14.3-Beispiel, §36 Nr. 10: drei Adaptive-Quality-Varianten // (low: 5 Samples, medium: 9, high: 17) werden vorab kompiliert; nur // u_quality_samples/internal_scale ändern sich, param_radius bleibt semantisch identisch. 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; float param_radius; // 0..40 (quadratic curve, DMX P1) float u_quality_samples; // 5 | 9 | 17 je Variante (Backend-Bindung) float _pad0; float _pad1; }; float4 mainPS(float4 pos : SV_POSITION, float2 uv : TEXCOORD0) : SV_Target { float radius = max(param_radius, 0.0); float4 src = u_input_texture.Sample(u_sampler, uv); if (radius < 0.01) { return src; // Radius 0 = kostenloser Bypass (§15.3) } float samples = clamp(u_quality_samples, 1.0, 17.0); float stepSize = radius / max(samples - 1.0, 1.0); float2 texel = float2(1.0, 0.0) / u_resolution.xy; float4 acc = float4(0.0, 0.0, 0.0, 0.0); float total = 0.0; [loop] for (float i = 0.0; i < samples; i += 1.0) { float t = i - (samples - 1.0) * 0.5; float w = exp(-(t * t) / (samples * 0.5)); acc += u_input_texture.Sample(u_sampler, uv + texel * (t * stepSize)) * w; total += w; } return acc / total; }