0922cc1d68
- Struktur gemäß §8 (Eigentumsgrenzen), PLAN.md als normative Basis - Pflichtdokumente: STATUS.md, ERRORS.md, TEST_REPORT.md, CHANGELOG.md, ADRs - ADR-0001 Python 3.13-Pin, ADR-0002 GStreamer 1.28.6-Pin (Windows), ADR-0003 IPC TCP+MessagePack v1 - Kernpakete: hms_protocol, hms_domain, hms_parameter, hms_artnet, hms_adaptive, hms_capabilities, hms_plugin_sdk - Renderer-Spike: D3D11-Primärpfad + Dev-GL-Pfad (§36 Nr. 4-5) - Control Core: FastAPI REST + WebSocket (§36 Nr. 9) - Beispielplugins: Passthrough + Gaussian Blur (3 Adaptive-Quality- Varianten, HLSL/GLSL/GLES) - Tools: Art-Net-Emulator, Fixture-Generator (Master32/Layer64-CSV), Capability-Probe - JSON-Schemas: IPC, Plugin, Projekt, Cluster - 121 Unit-/Integrationstests grün, Ruff grün Gate 0 bleibt offen: Hardwaremessungen nur auf echter Windows-Referenz- hardware gültig (§29.7, §33).
38 lines
1.3 KiB
HLSL
38 lines
1.3 KiB
HLSL
// HMS MediaEngine – Beispielplugin: Passthrough mit Live-Parameter "mix"
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// PLAN.md §14.4 (Standard-Shaderinputs), §36 Nr. 6
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// D3D11-Pixelshader (PS_5_0); Bindung übernimmt der Backend-Adapter (ADR-0004 offen).
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// Projekte referenzieren niemals konkrete Backend-Variablennamen (§12.6).
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Texture2D u_input_texture : register(t0);
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SamplerState u_sampler : register(s0);
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cbuffer hms_params : register(b0)
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{
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float4 u_resolution; // xy = Auflösung in Pixeln
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float u_time_seconds;
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float u_delta_seconds;
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float u_frame_index;
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float u_layer_opacity;
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float u_audio_rms;
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float u_audio_peak;
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float u_audio_bass;
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float u_audio_mid;
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float u_audio_treble;
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float u_audio_beat;
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float param_mix; // Plugin-Parameter, live änderbar (0..1)
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float _pad0; // 16-Byte-Alignment des cbuffer
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};
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float4 mainPS(float4 pos : SV_POSITION, float2 uv : TEXCOORD0) : SV_Target
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{
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float4 src = u_input_texture.Sample(u_sampler, uv);
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// Live-Parameter: mix blendet zwischen Original und zeitmodulierter Helligkeit
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float pulse = 0.5 + 0.5 * sin(u_time_seconds * 2.0);
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float m = saturate(param_mix);
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float3 rgb = src.rgb * lerp(1.0, pulse, m);
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float a = src.a * u_layer_opacity;
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return float4(rgb * u_layer_opacity, a);
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}
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