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hms-mediaengine/plugins/examples/com.hms.fx.example_passthrough/shaders/d3d11/passthrough.hlsl
T
HMS MediaEngine Agent 0922cc1d68 Phase 0: Repository-Initialisierung nach Bauplan v1.2
- 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).
2026-09-11 00:36:59 +02:00

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// HMS MediaEngine Beispielplugin: Passthrough mit Live-Parameter "mix"
// PLAN.md §14.4 (Standard-Shaderinputs), §36 Nr. 6
// D3D11-Pixelshader (PS_5_0); Bindung übernimmt der Backend-Adapter (ADR-0004 offen).
// Projekte referenzieren niemals konkrete Backend-Variablennamen (§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;
float param_mix; // Plugin-Parameter, live änderbar (0..1)
float _pad0; // 16-Byte-Alignment des cbuffer
};
float4 mainPS(float4 pos : SV_POSITION, float2 uv : TEXCOORD0) : SV_Target
{
float4 src = u_input_texture.Sample(u_sampler, uv);
// Live-Parameter: mix blendet zwischen Original und zeitmodulierter Helligkeit
float pulse = 0.5 + 0.5 * sin(u_time_seconds * 2.0);
float m = saturate(param_mix);
float3 rgb = src.rgb * lerp(1.0, pulse, m);
float a = src.a * u_layer_opacity;
return float4(rgb * u_layer_opacity, a);
}