// 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); }