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HMS MediaEngine Agent 362e089be0 AUFGERAUMT: Root auf 10 sichtbare Elemente reduziert
Der Nutzer hat recht: Der Ordner war voller Entwicklungs-Muell.
Jetzt ist sauber getrennt:

ROOT (was der Nutzer sieht und braucht):
- run.py                     = das Programm
- hms_app/                   = der Anwendungscode
- HMS MediaEngine.app        = macOS Doppelklick-Starter
- HMS-Start.vbs              = Windows Doppelklick-Starter
- HMS-Install.vbs             = Windows Erst-Installation
- HMS-Mac-Install.command     = macOS Homebrew-Installation
- HMS-Portable-Install.command = macOS Portable-Installation (16GB-Fix)
- installer_gui.py           = grafischer Installer
- launcher.pyw + launcher_core.py = interne Start-Logik
- LIESMICH.txt               = 10-Zeilen-Kurzanleitung
- .gitignore

_entwicklung/ (alles andere, NICHT benoetigt):
- packages/ apps/ native/ plugins/ tools/ schemas/ tests/ docs/
  build/ fixture_profiles/
- PLAN.md STATUS.md ERRORS.md TEST_REPORT.md CHANGELOG.md README.md
- pyproject.toml uv.lock setup_*.sh/ps1 make_mac_app.py

Diese Trennung gilt ab sofort fuer alle Commits. Der Nutzer kann
_entwicklung/ loeschen wenn er Platz braucht - die App laeuft ohne.

Verifiziert: App startet nach Aufraeumen unveraendert (Health 200).
2026-09-11 23:44:06 +02:00

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// HMS MediaEngine Gaussian Blur, vertikaler Pass (separable)
// Identisch zu horizontal.hlsl mit texel = (0, 1).
Texture2D u_input_texture : register(t0);
SamplerState u_sampler : register(s0);
cbuffer hms_params : register(b0)
{
float4 u_resolution;
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;
float u_quality_samples;
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;
}
float samples = clamp(u_quality_samples, 1.0, 17.0);
float stepSize = radius / max(samples - 1.0, 1.0);
float2 texel = float2(0.0, 1.0) / 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;
}