// HMS MediaEngine - Generator (D3D11) // Erzeugt ohne Eingangstextur; cbuffer-Satz identisch zu Filtern (§12.6). 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; float param_alpha; float _pad0; float _pad1; float _pad2; }; float4 mainPS(float4 pos : SV_POSITION, float2 uv : TEXCOORD0) : SV_Target { float4 col = param_color_a; col.a *= saturate(param_alpha) * u_layer_opacity; return col; }