Files
hms-mediaengine/plugins/builtin/generators/com.hms.generator.solid/shaders/d3d11/solid.hlsl
T
HMS MediaEngine Agent 75ca88ddbe Phase 3: Alle 24 Pflicht-Plugins (10 Generatoren + 14 Filter, §15.1/§15.2)
- 10 Generatoren mit Manifest + HLSL + GLSL + GLES je Plugin:
  solid, gradient, checker_grid, stripes_chaser, noise_clouds
  (AQ Octaves 2/3/5), plasma, wave_bars, shapes, drops_ripples,
  starfield (AQ 32/128/512 Partikel)
- 14 Filter mit Manifest + Shader je Backend:
  transform2d (keine AQ-Geometriereduktion), color_adjust,
  gradient_map, blur_sharpen (separabel 2-Pass, AQ 5/9/17 Samples),
  pixelate_quantize, mirror_tile, kaleidoscope, wave_displace
  (Noise adaptiv, Amount unverändert), rgb_split, glow_bloom
  (Kaskade 2/4/8), edge_emboss, vignette, strobe_pulse (Safety
  clamp 2 Hz, nie durch DMX allein freischaltbar), feedback_trails
  (Double-Buffer, Clear-Trigger, §15.3)
- Uniform-Vertrag §14.4 in allen 75 Shadern; Generatoren sampeln nie
  u_input_texture; alle Filter mit mix-0-Bypass (§15.3)
- 195 parametrisierte Plugin-Tests: Manifest/Backends/DMX-Slots<=8/
  AQ>=3 Varianten/Uniform-Satz/Vollstaendigkeit exakt 10+14
- Nachtraegliche Manifest-Fixes: AQ-Bloecke fuer 4 1-Pass-Filter,
  mix-Parameter fuer feedback_trails (Slot-Overlap vermieden)
- Gesamtsuite 506 gruen, Ruff gruen
2026-09-11 01:53:48 +02:00

34 lines
853 B
HLSL

// 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;
}