Add GLSL shader node using PyOpenGL (#12148)
* adds support for executing simple glsl shaders using moderngl package * tidy * Support multiple outputs * Try fix build * fix casing * fix line endings * convert to using PyOpenGL and glfw * remove cpu support * tidy * add additional support for egl & osmesa backends * fix ci perf: only read required outputs * add diagnostics, update mac initialization * GLSL glueprints + node fixes (#12492) * Add image operation blueprints * Add channels * Add glow * brightness/contrast * hsb * add glsl shader update system * shader nit iteration * add multipass for faster blur * more fixes * rebuild blueprints * print -> logger * Add edge preserving blur * fix: move _initialized flag to end of GLContext.__init__ Prevents '_vao' attribute error when init fails partway through and subsequent calls skip initialization due to early _initialized flag. * update valid ranges - threshold 0-100 - step 0+ * fix value ranges * rebuild node to remove extra inputs * Fix gamma step * clamp saturation in colorize instead of wrapping * Fix crash on 1x1 px images * rework description * remove unnecessary f Co-authored-by: Jedrzej Kosinski <kosinkadink1@gmail.com> Co-authored-by: Hunter Senft-Grupp <hunter@comfy.org>
This commit is contained in:
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#version 300 es
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precision highp float;
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uniform sampler2D u_image0;
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uniform float u_float0; // Brightness slider -100..100
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uniform float u_float1; // Contrast slider -100..100
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in vec2 v_texCoord;
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out vec4 fragColor;
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const float MID_GRAY = 0.18; // 18% reflectance
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// sRGB gamma 2.2 approximation
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vec3 srgbToLinear(vec3 c) {
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return pow(max(c, 0.0), vec3(2.2));
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}
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vec3 linearToSrgb(vec3 c) {
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return pow(max(c, 0.0), vec3(1.0/2.2));
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}
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float mapBrightness(float b) {
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return clamp(b / 100.0, -1.0, 1.0);
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}
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float mapContrast(float c) {
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return clamp(c / 100.0 + 1.0, 0.0, 2.0);
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}
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void main() {
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vec4 orig = texture(u_image0, v_texCoord);
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float brightness = mapBrightness(u_float0);
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float contrast = mapContrast(u_float1);
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vec3 lin = srgbToLinear(orig.rgb);
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lin = (lin - MID_GRAY) * contrast + brightness + MID_GRAY;
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// Convert back to sRGB
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vec3 result = linearToSrgb(clamp(lin, 0.0, 1.0));
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fragColor = vec4(result, orig.a);
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}
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@@ -0,0 +1,72 @@
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#version 300 es
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precision highp float;
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uniform sampler2D u_image0;
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uniform vec2 u_resolution;
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uniform int u_int0; // Mode
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uniform float u_float0; // Amount (0 to 100)
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in vec2 v_texCoord;
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out vec4 fragColor;
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const int MODE_LINEAR = 0;
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const int MODE_RADIAL = 1;
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const int MODE_BARREL = 2;
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const int MODE_SWIRL = 3;
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const int MODE_DIAGONAL = 4;
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const float AMOUNT_SCALE = 0.0005;
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const float RADIAL_MULT = 4.0;
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const float BARREL_MULT = 8.0;
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const float INV_SQRT2 = 0.70710678118;
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void main() {
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vec2 uv = v_texCoord;
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vec4 original = texture(u_image0, uv);
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float amount = u_float0 * AMOUNT_SCALE;
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if (amount < 0.000001) {
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fragColor = original;
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return;
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}
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// Aspect-corrected coordinates for circular effects
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float aspect = u_resolution.x / u_resolution.y;
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vec2 centered = uv - 0.5;
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vec2 corrected = vec2(centered.x * aspect, centered.y);
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float r = length(corrected);
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vec2 dir = r > 0.0001 ? corrected / r : vec2(0.0);
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vec2 offset = vec2(0.0);
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if (u_int0 == MODE_LINEAR) {
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// Horizontal shift (no aspect correction needed)
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offset = vec2(amount, 0.0);
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}
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else if (u_int0 == MODE_RADIAL) {
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// Outward from center, stronger at edges
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offset = dir * r * amount * RADIAL_MULT;
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offset.x /= aspect; // Convert back to UV space
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}
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else if (u_int0 == MODE_BARREL) {
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// Lens distortion simulation (r² falloff)
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offset = dir * r * r * amount * BARREL_MULT;
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offset.x /= aspect; // Convert back to UV space
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}
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else if (u_int0 == MODE_SWIRL) {
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// Perpendicular to radial (rotational aberration)
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vec2 perp = vec2(-dir.y, dir.x);
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offset = perp * r * amount * RADIAL_MULT;
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offset.x /= aspect; // Convert back to UV space
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}
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else if (u_int0 == MODE_DIAGONAL) {
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// 45° offset (no aspect correction needed)
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offset = vec2(amount, amount) * INV_SQRT2;
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}
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float red = texture(u_image0, uv + offset).r;
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float green = original.g;
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float blue = texture(u_image0, uv - offset).b;
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fragColor = vec4(red, green, blue, original.a);
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}
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@@ -0,0 +1,78 @@
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#version 300 es
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precision highp float;
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uniform sampler2D u_image0;
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uniform float u_float0; // temperature (-100 to 100)
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uniform float u_float1; // tint (-100 to 100)
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uniform float u_float2; // vibrance (-100 to 100)
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uniform float u_float3; // saturation (-100 to 100)
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in vec2 v_texCoord;
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out vec4 fragColor;
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const float INPUT_SCALE = 0.01;
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const float TEMP_TINT_PRIMARY = 0.3;
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const float TEMP_TINT_SECONDARY = 0.15;
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const float VIBRANCE_BOOST = 2.0;
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const float SATURATION_BOOST = 2.0;
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const float SKIN_PROTECTION = 0.5;
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const float EPSILON = 0.001;
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const vec3 LUMA_WEIGHTS = vec3(0.299, 0.587, 0.114);
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void main() {
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vec4 tex = texture(u_image0, v_texCoord);
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vec3 color = tex.rgb;
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// Scale inputs: -100/100 → -1/1
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float temperature = u_float0 * INPUT_SCALE;
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float tint = u_float1 * INPUT_SCALE;
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float vibrance = u_float2 * INPUT_SCALE;
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float saturation = u_float3 * INPUT_SCALE;
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// Temperature (warm/cool): positive = warm, negative = cool
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color.r += temperature * TEMP_TINT_PRIMARY;
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color.b -= temperature * TEMP_TINT_PRIMARY;
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// Tint (green/magenta): positive = green, negative = magenta
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color.g += tint * TEMP_TINT_PRIMARY;
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color.r -= tint * TEMP_TINT_SECONDARY;
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color.b -= tint * TEMP_TINT_SECONDARY;
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// Single clamp after temperature/tint
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color = clamp(color, 0.0, 1.0);
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// Vibrance with skin protection
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if (vibrance != 0.0) {
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float maxC = max(color.r, max(color.g, color.b));
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float minC = min(color.r, min(color.g, color.b));
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float sat = maxC - minC;
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float gray = dot(color, LUMA_WEIGHTS);
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if (vibrance < 0.0) {
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// Desaturate: -100 → gray
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color = mix(vec3(gray), color, 1.0 + vibrance);
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} else {
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// Boost less saturated colors more
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float vibranceAmt = vibrance * (1.0 - sat);
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// Branchless skin tone protection
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float isWarmTone = step(color.b, color.g) * step(color.g, color.r);
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float warmth = (color.r - color.b) / max(maxC, EPSILON);
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float skinTone = isWarmTone * warmth * sat * (1.0 - sat);
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vibranceAmt *= (1.0 - skinTone * SKIN_PROTECTION);
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color = mix(vec3(gray), color, 1.0 + vibranceAmt * VIBRANCE_BOOST);
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}
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}
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// Saturation
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if (saturation != 0.0) {
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float gray = dot(color, LUMA_WEIGHTS);
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float satMix = saturation < 0.0
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? 1.0 + saturation // -100 → gray
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: 1.0 + saturation * SATURATION_BOOST; // +100 → 3x boost
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color = mix(vec3(gray), color, satMix);
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}
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fragColor = vec4(clamp(color, 0.0, 1.0), tex.a);
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}
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@@ -0,0 +1,94 @@
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#version 300 es
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precision highp float;
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uniform sampler2D u_image0;
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uniform float u_float0; // Blur radius (0–20, default ~5)
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uniform float u_float1; // Edge threshold (0–100, default ~30)
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uniform int u_int0; // Step size (0/1 = every pixel, 2+ = skip pixels)
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in vec2 v_texCoord;
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out vec4 fragColor;
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const int MAX_RADIUS = 20;
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const float EPSILON = 0.0001;
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// Perceptual luminance
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float getLuminance(vec3 rgb) {
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return dot(rgb, vec3(0.299, 0.587, 0.114));
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}
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vec4 bilateralFilter(vec2 uv, vec2 texelSize, int radius,
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float sigmaSpatial, float sigmaColor)
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{
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vec4 center = texture(u_image0, uv);
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vec3 centerRGB = center.rgb;
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float invSpatial2 = -0.5 / (sigmaSpatial * sigmaSpatial);
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float invColor2 = -0.5 / (sigmaColor * sigmaColor + EPSILON);
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vec3 sumRGB = vec3(0.0);
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float sumWeight = 0.0;
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int step = max(u_int0, 1);
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float radius2 = float(radius * radius);
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for (int dy = -MAX_RADIUS; dy <= MAX_RADIUS; dy++) {
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if (dy < -radius || dy > radius) continue;
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if (abs(dy) % step != 0) continue;
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for (int dx = -MAX_RADIUS; dx <= MAX_RADIUS; dx++) {
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if (dx < -radius || dx > radius) continue;
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if (abs(dx) % step != 0) continue;
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vec2 offset = vec2(float(dx), float(dy));
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float dist2 = dot(offset, offset);
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if (dist2 > radius2) continue;
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vec3 sampleRGB = texture(u_image0, uv + offset * texelSize).rgb;
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// Spatial Gaussian
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float spatialWeight = exp(dist2 * invSpatial2);
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// Perceptual color distance (weighted RGB)
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vec3 diff = sampleRGB - centerRGB;
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float colorDist = dot(diff * diff, vec3(0.299, 0.587, 0.114));
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float colorWeight = exp(colorDist * invColor2);
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float w = spatialWeight * colorWeight;
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sumRGB += sampleRGB * w;
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sumWeight += w;
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}
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}
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vec3 resultRGB = sumRGB / max(sumWeight, EPSILON);
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return vec4(resultRGB, center.a); // preserve center alpha
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}
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void main() {
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vec2 texelSize = 1.0 / vec2(textureSize(u_image0, 0));
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float radiusF = clamp(u_float0, 0.0, float(MAX_RADIUS));
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int radius = int(radiusF + 0.5);
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if (radius == 0) {
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fragColor = texture(u_image0, v_texCoord);
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return;
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}
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// Edge threshold → color sigma
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// Squared curve for better low-end control
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float t = clamp(u_float1, 0.0, 100.0) / 100.0;
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t *= t;
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float sigmaColor = mix(0.01, 0.5, t);
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// Spatial sigma tied to radius
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float sigmaSpatial = max(radiusF * 0.75, 0.5);
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fragColor = bilateralFilter(
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v_texCoord,
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texelSize,
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radius,
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sigmaSpatial,
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sigmaColor
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);
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}
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@@ -0,0 +1,124 @@
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#version 300 es
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precision highp float;
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uniform sampler2D u_image0;
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uniform vec2 u_resolution;
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uniform float u_float0; // grain amount [0.0 – 1.0] typical: 0.2–0.8
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uniform float u_float1; // grain size [0.3 – 3.0] lower = finer grain
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uniform float u_float2; // color amount [0.0 – 1.0] 0 = monochrome, 1 = RGB grain
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uniform float u_float3; // luminance bias [0.0 – 1.0] 0 = uniform, 1 = shadows only
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uniform int u_int0; // noise mode [0 or 1] 0 = smooth, 1 = grainy
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in vec2 v_texCoord;
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layout(location = 0) out vec4 fragColor0;
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// High-quality integer hash (pcg-like)
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uint pcg(uint v) {
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uint state = v * 747796405u + 2891336453u;
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uint word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;
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return (word >> 22u) ^ word;
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}
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// 2D -> 1D hash input
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uint hash2d(uvec2 p) {
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return pcg(p.x + pcg(p.y));
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}
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// Hash to float [0, 1]
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float hashf(uvec2 p) {
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return float(hash2d(p)) / float(0xffffffffu);
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}
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// Hash to float with offset (for RGB channels)
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float hashf(uvec2 p, uint offset) {
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return float(pcg(hash2d(p) + offset)) / float(0xffffffffu);
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}
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// Convert uniform [0,1] to roughly Gaussian distribution
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// Using simple approximation: average of multiple samples
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float toGaussian(uvec2 p) {
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float sum = hashf(p, 0u) + hashf(p, 1u) + hashf(p, 2u) + hashf(p, 3u);
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return (sum - 2.0) * 0.7; // Centered, scaled
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}
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float toGaussian(uvec2 p, uint offset) {
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float sum = hashf(p, offset) + hashf(p, offset + 1u)
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+ hashf(p, offset + 2u) + hashf(p, offset + 3u);
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return (sum - 2.0) * 0.7;
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}
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// Smooth noise with better interpolation
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float smoothNoise(vec2 p) {
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vec2 i = floor(p);
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vec2 f = fract(p);
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// Quintic interpolation (less banding than cubic)
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f = f * f * f * (f * (f * 6.0 - 15.0) + 10.0);
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uvec2 ui = uvec2(i);
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float a = toGaussian(ui);
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float b = toGaussian(ui + uvec2(1u, 0u));
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float c = toGaussian(ui + uvec2(0u, 1u));
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float d = toGaussian(ui + uvec2(1u, 1u));
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return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
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}
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float smoothNoise(vec2 p, uint offset) {
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vec2 i = floor(p);
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vec2 f = fract(p);
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f = f * f * f * (f * (f * 6.0 - 15.0) + 10.0);
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uvec2 ui = uvec2(i);
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float a = toGaussian(ui, offset);
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float b = toGaussian(ui + uvec2(1u, 0u), offset);
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float c = toGaussian(ui + uvec2(0u, 1u), offset);
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float d = toGaussian(ui + uvec2(1u, 1u), offset);
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return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
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}
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void main() {
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vec4 color = texture(u_image0, v_texCoord);
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// Luminance (Rec.709)
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float luma = dot(color.rgb, vec3(0.2126, 0.7152, 0.0722));
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// Grain UV (resolution-independent)
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vec2 grainUV = v_texCoord * u_resolution / max(u_float1, 0.01);
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uvec2 grainPixel = uvec2(grainUV);
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float g;
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vec3 grainRGB;
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if (u_int0 == 1) {
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// Grainy mode: pure hash noise (no interpolation = no banding)
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g = toGaussian(grainPixel);
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grainRGB = vec3(
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toGaussian(grainPixel, 100u),
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toGaussian(grainPixel, 200u),
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toGaussian(grainPixel, 300u)
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);
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} else {
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// Smooth mode: interpolated with quintic curve
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g = smoothNoise(grainUV);
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grainRGB = vec3(
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smoothNoise(grainUV, 100u),
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smoothNoise(grainUV, 200u),
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smoothNoise(grainUV, 300u)
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);
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}
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// Luminance weighting (less grain in highlights)
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float lumWeight = mix(1.0, 1.0 - luma, clamp(u_float3, 0.0, 1.0));
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// Strength
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float strength = u_float0 * 0.15;
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// Color vs monochrome grain
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vec3 grainColor = mix(vec3(g), grainRGB, clamp(u_float2, 0.0, 1.0));
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color.rgb += grainColor * strength * lumWeight;
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fragColor0 = vec4(clamp(color.rgb, 0.0, 1.0), color.a);
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}
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@@ -0,0 +1,133 @@
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||||
#version 300 es
|
||||
precision mediump float;
|
||||
|
||||
uniform sampler2D u_image0;
|
||||
uniform vec2 u_resolution;
|
||||
uniform int u_int0; // Blend mode
|
||||
uniform int u_int1; // Color tint
|
||||
uniform float u_float0; // Intensity
|
||||
uniform float u_float1; // Radius
|
||||
uniform float u_float2; // Threshold
|
||||
|
||||
in vec2 v_texCoord;
|
||||
out vec4 fragColor;
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||||
|
||||
const int BLEND_ADD = 0;
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const int BLEND_SCREEN = 1;
|
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const int BLEND_SOFT = 2;
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const int BLEND_OVERLAY = 3;
|
||||
const int BLEND_LIGHTEN = 4;
|
||||
|
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const float GOLDEN_ANGLE = 2.39996323;
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const int MAX_SAMPLES = 48;
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const vec3 LUMA = vec3(0.299, 0.587, 0.114);
|
||||
|
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float hash(vec2 p) {
|
||||
p = fract(p * vec2(123.34, 456.21));
|
||||
p += dot(p, p + 45.32);
|
||||
return fract(p.x * p.y);
|
||||
}
|
||||
|
||||
vec3 hexToRgb(int h) {
|
||||
return vec3(
|
||||
float((h >> 16) & 255),
|
||||
float((h >> 8) & 255),
|
||||
float(h & 255)
|
||||
) * (1.0 / 255.0);
|
||||
}
|
||||
|
||||
vec3 blend(vec3 base, vec3 glow, int mode) {
|
||||
if (mode == BLEND_SCREEN) {
|
||||
return 1.0 - (1.0 - base) * (1.0 - glow);
|
||||
}
|
||||
if (mode == BLEND_SOFT) {
|
||||
return mix(
|
||||
base - (1.0 - 2.0 * glow) * base * (1.0 - base),
|
||||
base + (2.0 * glow - 1.0) * (sqrt(base) - base),
|
||||
step(0.5, glow)
|
||||
);
|
||||
}
|
||||
if (mode == BLEND_OVERLAY) {
|
||||
return mix(
|
||||
2.0 * base * glow,
|
||||
1.0 - 2.0 * (1.0 - base) * (1.0 - glow),
|
||||
step(0.5, base)
|
||||
);
|
||||
}
|
||||
if (mode == BLEND_LIGHTEN) {
|
||||
return max(base, glow);
|
||||
}
|
||||
return base + glow;
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec4 original = texture(u_image0, v_texCoord);
|
||||
|
||||
float intensity = u_float0 * 0.05;
|
||||
float radius = u_float1 * u_float1 * 0.012;
|
||||
|
||||
if (intensity < 0.001 || radius < 0.1) {
|
||||
fragColor = original;
|
||||
return;
|
||||
}
|
||||
|
||||
float threshold = 1.0 - u_float2 * 0.01;
|
||||
float t0 = threshold - 0.15;
|
||||
float t1 = threshold + 0.15;
|
||||
|
||||
vec2 texelSize = 1.0 / u_resolution;
|
||||
float radius2 = radius * radius;
|
||||
|
||||
float sampleScale = clamp(radius * 0.75, 0.35, 1.0);
|
||||
int samples = int(float(MAX_SAMPLES) * sampleScale);
|
||||
|
||||
float noise = hash(gl_FragCoord.xy);
|
||||
float angleOffset = noise * GOLDEN_ANGLE;
|
||||
float radiusJitter = 0.85 + noise * 0.3;
|
||||
|
||||
float ca = cos(GOLDEN_ANGLE);
|
||||
float sa = sin(GOLDEN_ANGLE);
|
||||
vec2 dir = vec2(cos(angleOffset), sin(angleOffset));
|
||||
|
||||
vec3 glow = vec3(0.0);
|
||||
float totalWeight = 0.0;
|
||||
|
||||
// Center tap
|
||||
float centerMask = smoothstep(t0, t1, dot(original.rgb, LUMA));
|
||||
glow += original.rgb * centerMask * 2.0;
|
||||
totalWeight += 2.0;
|
||||
|
||||
for (int i = 1; i < MAX_SAMPLES; i++) {
|
||||
if (i >= samples) break;
|
||||
|
||||
float fi = float(i);
|
||||
float dist = sqrt(fi / float(samples)) * radius * radiusJitter;
|
||||
|
||||
vec2 offset = dir * dist * texelSize;
|
||||
vec3 c = texture(u_image0, v_texCoord + offset).rgb;
|
||||
float mask = smoothstep(t0, t1, dot(c, LUMA));
|
||||
|
||||
float w = 1.0 - (dist * dist) / (radius2 * 1.5);
|
||||
w = max(w, 0.0);
|
||||
w *= w;
|
||||
|
||||
glow += c * mask * w;
|
||||
totalWeight += w;
|
||||
|
||||
dir = vec2(
|
||||
dir.x * ca - dir.y * sa,
|
||||
dir.x * sa + dir.y * ca
|
||||
);
|
||||
}
|
||||
|
||||
glow *= intensity / max(totalWeight, 0.001);
|
||||
|
||||
if (u_int1 > 0) {
|
||||
glow *= hexToRgb(u_int1);
|
||||
}
|
||||
|
||||
vec3 result = blend(original.rgb, glow, u_int0);
|
||||
result += (noise - 0.5) * (1.0 / 255.0);
|
||||
|
||||
fragColor = vec4(clamp(result, 0.0, 1.0), original.a);
|
||||
}
|
||||
@@ -0,0 +1,222 @@
|
||||
#version 300 es
|
||||
precision highp float;
|
||||
|
||||
uniform sampler2D u_image0;
|
||||
uniform int u_int0; // Mode: 0=Master, 1=Reds, 2=Yellows, 3=Greens, 4=Cyans, 5=Blues, 6=Magentas, 7=Colorize
|
||||
uniform int u_int1; // Color Space: 0=HSL, 1=HSB/HSV
|
||||
uniform float u_float0; // Hue (-180 to 180)
|
||||
uniform float u_float1; // Saturation (-100 to 100)
|
||||
uniform float u_float2; // Lightness/Brightness (-100 to 100)
|
||||
uniform float u_float3; // Overlap (0 to 100) - feathering between adjacent color ranges
|
||||
|
||||
in vec2 v_texCoord;
|
||||
out vec4 fragColor;
|
||||
|
||||
// Color range modes
|
||||
const int MODE_MASTER = 0;
|
||||
const int MODE_RED = 1;
|
||||
const int MODE_YELLOW = 2;
|
||||
const int MODE_GREEN = 3;
|
||||
const int MODE_CYAN = 4;
|
||||
const int MODE_BLUE = 5;
|
||||
const int MODE_MAGENTA = 6;
|
||||
const int MODE_COLORIZE = 7;
|
||||
|
||||
// Color space modes
|
||||
const int COLORSPACE_HSL = 0;
|
||||
const int COLORSPACE_HSB = 1;
|
||||
|
||||
const float EPSILON = 0.0001;
|
||||
|
||||
//=============================================================================
|
||||
// RGB <-> HSL Conversions
|
||||
//=============================================================================
|
||||
|
||||
vec3 rgb2hsl(vec3 c) {
|
||||
float maxC = max(max(c.r, c.g), c.b);
|
||||
float minC = min(min(c.r, c.g), c.b);
|
||||
float delta = maxC - minC;
|
||||
|
||||
float h = 0.0;
|
||||
float s = 0.0;
|
||||
float l = (maxC + minC) * 0.5;
|
||||
|
||||
if (delta > EPSILON) {
|
||||
s = l < 0.5
|
||||
? delta / (maxC + minC)
|
||||
: delta / (2.0 - maxC - minC);
|
||||
|
||||
if (maxC == c.r) {
|
||||
h = (c.g - c.b) / delta + (c.g < c.b ? 6.0 : 0.0);
|
||||
} else if (maxC == c.g) {
|
||||
h = (c.b - c.r) / delta + 2.0;
|
||||
} else {
|
||||
h = (c.r - c.g) / delta + 4.0;
|
||||
}
|
||||
h /= 6.0;
|
||||
}
|
||||
|
||||
return vec3(h, s, l);
|
||||
}
|
||||
|
||||
float hue2rgb(float p, float q, float t) {
|
||||
t = fract(t);
|
||||
if (t < 1.0/6.0) return p + (q - p) * 6.0 * t;
|
||||
if (t < 0.5) return q;
|
||||
if (t < 2.0/3.0) return p + (q - p) * (2.0/3.0 - t) * 6.0;
|
||||
return p;
|
||||
}
|
||||
|
||||
vec3 hsl2rgb(vec3 hsl) {
|
||||
if (hsl.y < EPSILON) return vec3(hsl.z);
|
||||
|
||||
float q = hsl.z < 0.5
|
||||
? hsl.z * (1.0 + hsl.y)
|
||||
: hsl.z + hsl.y - hsl.z * hsl.y;
|
||||
float p = 2.0 * hsl.z - q;
|
||||
|
||||
return vec3(
|
||||
hue2rgb(p, q, hsl.x + 1.0/3.0),
|
||||
hue2rgb(p, q, hsl.x),
|
||||
hue2rgb(p, q, hsl.x - 1.0/3.0)
|
||||
);
|
||||
}
|
||||
|
||||
vec3 rgb2hsb(vec3 c) {
|
||||
float maxC = max(max(c.r, c.g), c.b);
|
||||
float minC = min(min(c.r, c.g), c.b);
|
||||
float delta = maxC - minC;
|
||||
|
||||
float h = 0.0;
|
||||
float s = (maxC > EPSILON) ? delta / maxC : 0.0;
|
||||
float b = maxC;
|
||||
|
||||
if (delta > EPSILON) {
|
||||
if (maxC == c.r) {
|
||||
h = (c.g - c.b) / delta + (c.g < c.b ? 6.0 : 0.0);
|
||||
} else if (maxC == c.g) {
|
||||
h = (c.b - c.r) / delta + 2.0;
|
||||
} else {
|
||||
h = (c.r - c.g) / delta + 4.0;
|
||||
}
|
||||
h /= 6.0;
|
||||
}
|
||||
|
||||
return vec3(h, s, b);
|
||||
}
|
||||
|
||||
vec3 hsb2rgb(vec3 hsb) {
|
||||
vec3 rgb = clamp(abs(mod(hsb.x * 6.0 + vec3(0.0, 4.0, 2.0), 6.0) - 3.0) - 1.0, 0.0, 1.0);
|
||||
return hsb.z * mix(vec3(1.0), rgb, hsb.y);
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
// Color Range Weight Calculation
|
||||
//=============================================================================
|
||||
|
||||
float hueDistance(float a, float b) {
|
||||
float d = abs(a - b);
|
||||
return min(d, 1.0 - d);
|
||||
}
|
||||
|
||||
float getHueWeight(float hue, float center, float overlap) {
|
||||
float baseWidth = 1.0 / 6.0;
|
||||
float feather = baseWidth * overlap;
|
||||
|
||||
float d = hueDistance(hue, center);
|
||||
|
||||
float inner = baseWidth * 0.5;
|
||||
float outer = inner + feather;
|
||||
|
||||
return 1.0 - smoothstep(inner, outer, d);
|
||||
}
|
||||
|
||||
float getModeWeight(float hue, int mode, float overlap) {
|
||||
if (mode == MODE_MASTER || mode == MODE_COLORIZE) return 1.0;
|
||||
|
||||
if (mode == MODE_RED) {
|
||||
return max(
|
||||
getHueWeight(hue, 0.0, overlap),
|
||||
getHueWeight(hue, 1.0, overlap)
|
||||
);
|
||||
}
|
||||
|
||||
float center = float(mode - 1) / 6.0;
|
||||
return getHueWeight(hue, center, overlap);
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
// Adjustment Functions
|
||||
//=============================================================================
|
||||
|
||||
float adjustLightness(float l, float amount) {
|
||||
return amount > 0.0
|
||||
? l + (1.0 - l) * amount
|
||||
: l + l * amount;
|
||||
}
|
||||
|
||||
float adjustBrightness(float b, float amount) {
|
||||
return clamp(b + amount, 0.0, 1.0);
|
||||
}
|
||||
|
||||
float adjustSaturation(float s, float amount) {
|
||||
return amount > 0.0
|
||||
? s + (1.0 - s) * amount
|
||||
: s + s * amount;
|
||||
}
|
||||
|
||||
vec3 colorize(vec3 rgb, float hue, float sat, float light) {
|
||||
float lum = dot(rgb, vec3(0.299, 0.587, 0.114));
|
||||
float l = adjustLightness(lum, light);
|
||||
|
||||
vec3 hsl = vec3(fract(hue), clamp(sat, 0.0, 1.0), clamp(l, 0.0, 1.0));
|
||||
return hsl2rgb(hsl);
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
// Main
|
||||
//=============================================================================
|
||||
|
||||
void main() {
|
||||
vec4 original = texture(u_image0, v_texCoord);
|
||||
|
||||
float hueShift = u_float0 / 360.0; // -180..180 -> -0.5..0.5
|
||||
float satAmount = u_float1 / 100.0; // -100..100 -> -1..1
|
||||
float lightAmount= u_float2 / 100.0; // -100..100 -> -1..1
|
||||
float overlap = u_float3 / 100.0; // 0..100 -> 0..1
|
||||
|
||||
vec3 result;
|
||||
|
||||
if (u_int0 == MODE_COLORIZE) {
|
||||
result = colorize(original.rgb, hueShift, satAmount, lightAmount);
|
||||
fragColor = vec4(result, original.a);
|
||||
return;
|
||||
}
|
||||
|
||||
vec3 hsx = (u_int1 == COLORSPACE_HSL)
|
||||
? rgb2hsl(original.rgb)
|
||||
: rgb2hsb(original.rgb);
|
||||
|
||||
float weight = getModeWeight(hsx.x, u_int0, overlap);
|
||||
|
||||
if (u_int0 != MODE_MASTER && hsx.y < EPSILON) {
|
||||
weight = 0.0;
|
||||
}
|
||||
|
||||
if (weight > EPSILON) {
|
||||
float h = fract(hsx.x + hueShift * weight);
|
||||
float s = clamp(adjustSaturation(hsx.y, satAmount * weight), 0.0, 1.0);
|
||||
float v = (u_int1 == COLORSPACE_HSL)
|
||||
? clamp(adjustLightness(hsx.z, lightAmount * weight), 0.0, 1.0)
|
||||
: clamp(adjustBrightness(hsx.z, lightAmount * weight), 0.0, 1.0);
|
||||
|
||||
vec3 adjusted = vec3(h, s, v);
|
||||
result = (u_int1 == COLORSPACE_HSL)
|
||||
? hsl2rgb(adjusted)
|
||||
: hsb2rgb(adjusted);
|
||||
} else {
|
||||
result = original.rgb;
|
||||
}
|
||||
|
||||
fragColor = vec4(result, original.a);
|
||||
}
|
||||
@@ -0,0 +1,111 @@
|
||||
#version 300 es
|
||||
#pragma passes 2
|
||||
precision highp float;
|
||||
|
||||
// Blur type constants
|
||||
const int BLUR_GAUSSIAN = 0;
|
||||
const int BLUR_BOX = 1;
|
||||
const int BLUR_RADIAL = 2;
|
||||
|
||||
// Radial blur config
|
||||
const int RADIAL_SAMPLES = 12;
|
||||
const float RADIAL_STRENGTH = 0.0003;
|
||||
|
||||
uniform sampler2D u_image0;
|
||||
uniform vec2 u_resolution;
|
||||
uniform int u_int0; // Blur type (BLUR_GAUSSIAN, BLUR_BOX, BLUR_RADIAL)
|
||||
uniform float u_float0; // Blur radius/amount
|
||||
uniform int u_pass; // Pass index (0 = horizontal, 1 = vertical)
|
||||
|
||||
in vec2 v_texCoord;
|
||||
layout(location = 0) out vec4 fragColor0;
|
||||
|
||||
float gaussian(float x, float sigma) {
|
||||
return exp(-(x * x) / (2.0 * sigma * sigma));
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 texelSize = 1.0 / u_resolution;
|
||||
float radius = max(u_float0, 0.0);
|
||||
|
||||
// Radial (angular) blur - single pass, doesn't use separable
|
||||
if (u_int0 == BLUR_RADIAL) {
|
||||
// Only execute on first pass
|
||||
if (u_pass > 0) {
|
||||
fragColor0 = texture(u_image0, v_texCoord);
|
||||
return;
|
||||
}
|
||||
|
||||
vec2 center = vec2(0.5);
|
||||
vec2 dir = v_texCoord - center;
|
||||
float dist = length(dir);
|
||||
|
||||
if (dist < 1e-4) {
|
||||
fragColor0 = texture(u_image0, v_texCoord);
|
||||
return;
|
||||
}
|
||||
|
||||
vec4 sum = vec4(0.0);
|
||||
float totalWeight = 0.0;
|
||||
float angleStep = radius * RADIAL_STRENGTH;
|
||||
|
||||
dir /= dist;
|
||||
|
||||
float cosStep = cos(angleStep);
|
||||
float sinStep = sin(angleStep);
|
||||
|
||||
float negAngle = -float(RADIAL_SAMPLES) * angleStep;
|
||||
vec2 rotDir = vec2(
|
||||
dir.x * cos(negAngle) - dir.y * sin(negAngle),
|
||||
dir.x * sin(negAngle) + dir.y * cos(negAngle)
|
||||
);
|
||||
|
||||
for (int i = -RADIAL_SAMPLES; i <= RADIAL_SAMPLES; i++) {
|
||||
vec2 uv = center + rotDir * dist;
|
||||
float w = 1.0 - abs(float(i)) / float(RADIAL_SAMPLES);
|
||||
sum += texture(u_image0, uv) * w;
|
||||
totalWeight += w;
|
||||
|
||||
rotDir = vec2(
|
||||
rotDir.x * cosStep - rotDir.y * sinStep,
|
||||
rotDir.x * sinStep + rotDir.y * cosStep
|
||||
);
|
||||
}
|
||||
|
||||
fragColor0 = sum / max(totalWeight, 0.001);
|
||||
return;
|
||||
}
|
||||
|
||||
// Separable Gaussian / Box blur
|
||||
int samples = int(ceil(radius));
|
||||
|
||||
if (samples == 0) {
|
||||
fragColor0 = texture(u_image0, v_texCoord);
|
||||
return;
|
||||
}
|
||||
|
||||
// Direction: pass 0 = horizontal, pass 1 = vertical
|
||||
vec2 dir = (u_pass == 0) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
|
||||
|
||||
vec4 color = vec4(0.0);
|
||||
float totalWeight = 0.0;
|
||||
float sigma = radius / 2.0;
|
||||
|
||||
for (int i = -samples; i <= samples; i++) {
|
||||
vec2 offset = dir * float(i) * texelSize;
|
||||
vec4 sample_color = texture(u_image0, v_texCoord + offset);
|
||||
|
||||
float weight;
|
||||
if (u_int0 == BLUR_GAUSSIAN) {
|
||||
weight = gaussian(float(i), sigma);
|
||||
} else {
|
||||
// BLUR_BOX
|
||||
weight = 1.0;
|
||||
}
|
||||
|
||||
color += sample_color * weight;
|
||||
totalWeight += weight;
|
||||
}
|
||||
|
||||
fragColor0 = color / totalWeight;
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
#version 300 es
|
||||
precision highp float;
|
||||
|
||||
uniform sampler2D u_image0;
|
||||
|
||||
in vec2 v_texCoord;
|
||||
layout(location = 0) out vec4 fragColor0;
|
||||
layout(location = 1) out vec4 fragColor1;
|
||||
layout(location = 2) out vec4 fragColor2;
|
||||
layout(location = 3) out vec4 fragColor3;
|
||||
|
||||
void main() {
|
||||
vec4 color = texture(u_image0, v_texCoord);
|
||||
// Output each channel as grayscale to separate render targets
|
||||
fragColor0 = vec4(vec3(color.r), 1.0); // Red channel
|
||||
fragColor1 = vec4(vec3(color.g), 1.0); // Green channel
|
||||
fragColor2 = vec4(vec3(color.b), 1.0); // Blue channel
|
||||
fragColor3 = vec4(vec3(color.a), 1.0); // Alpha channel
|
||||
}
|
||||
@@ -0,0 +1,71 @@
|
||||
#version 300 es
|
||||
precision highp float;
|
||||
|
||||
// Levels Adjustment
|
||||
// u_int0: channel (0=RGB, 1=R, 2=G, 3=B) default: 0
|
||||
// u_float0: input black (0-255) default: 0
|
||||
// u_float1: input white (0-255) default: 255
|
||||
// u_float2: gamma (0.01-9.99) default: 1.0
|
||||
// u_float3: output black (0-255) default: 0
|
||||
// u_float4: output white (0-255) default: 255
|
||||
|
||||
uniform sampler2D u_image0;
|
||||
uniform int u_int0;
|
||||
uniform float u_float0;
|
||||
uniform float u_float1;
|
||||
uniform float u_float2;
|
||||
uniform float u_float3;
|
||||
uniform float u_float4;
|
||||
|
||||
in vec2 v_texCoord;
|
||||
out vec4 fragColor;
|
||||
|
||||
vec3 applyLevels(vec3 color, float inBlack, float inWhite, float gamma, float outBlack, float outWhite) {
|
||||
float inRange = max(inWhite - inBlack, 0.0001);
|
||||
vec3 result = clamp((color - inBlack) / inRange, 0.0, 1.0);
|
||||
result = pow(result, vec3(1.0 / gamma));
|
||||
result = mix(vec3(outBlack), vec3(outWhite), result);
|
||||
return result;
|
||||
}
|
||||
|
||||
float applySingleChannel(float value, float inBlack, float inWhite, float gamma, float outBlack, float outWhite) {
|
||||
float inRange = max(inWhite - inBlack, 0.0001);
|
||||
float result = clamp((value - inBlack) / inRange, 0.0, 1.0);
|
||||
result = pow(result, 1.0 / gamma);
|
||||
result = mix(outBlack, outWhite, result);
|
||||
return result;
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec4 texColor = texture(u_image0, v_texCoord);
|
||||
vec3 color = texColor.rgb;
|
||||
|
||||
float inBlack = u_float0 / 255.0;
|
||||
float inWhite = u_float1 / 255.0;
|
||||
float gamma = u_float2;
|
||||
float outBlack = u_float3 / 255.0;
|
||||
float outWhite = u_float4 / 255.0;
|
||||
|
||||
vec3 result;
|
||||
|
||||
if (u_int0 == 0) {
|
||||
result = applyLevels(color, inBlack, inWhite, gamma, outBlack, outWhite);
|
||||
}
|
||||
else if (u_int0 == 1) {
|
||||
result = color;
|
||||
result.r = applySingleChannel(color.r, inBlack, inWhite, gamma, outBlack, outWhite);
|
||||
}
|
||||
else if (u_int0 == 2) {
|
||||
result = color;
|
||||
result.g = applySingleChannel(color.g, inBlack, inWhite, gamma, outBlack, outWhite);
|
||||
}
|
||||
else if (u_int0 == 3) {
|
||||
result = color;
|
||||
result.b = applySingleChannel(color.b, inBlack, inWhite, gamma, outBlack, outWhite);
|
||||
}
|
||||
else {
|
||||
result = color;
|
||||
}
|
||||
|
||||
fragColor = vec4(result, texColor.a);
|
||||
}
|
||||
@@ -0,0 +1,28 @@
|
||||
# GLSL Shader Sources
|
||||
|
||||
This folder contains the GLSL fragment shaders extracted from blueprint JSON files for easier editing and version control.
|
||||
|
||||
## File Naming Convention
|
||||
|
||||
`{Blueprint_Name}_{node_id}.frag`
|
||||
|
||||
- **Blueprint_Name**: The JSON filename with spaces/special chars replaced by underscores
|
||||
- **node_id**: The GLSLShader node ID within the subgraph
|
||||
|
||||
## Usage
|
||||
|
||||
```bash
|
||||
# Extract shaders from blueprint JSONs to this folder
|
||||
python update_blueprints.py extract
|
||||
|
||||
# Patch edited shaders back into blueprint JSONs
|
||||
python update_blueprints.py patch
|
||||
```
|
||||
|
||||
## Workflow
|
||||
|
||||
1. Run `extract` to pull current shaders from JSONs
|
||||
2. Edit `.frag` files
|
||||
3. Run `patch` to update the blueprint JSONs
|
||||
4. Test
|
||||
5. Commit both `.frag` files and updated JSONs
|
||||
@@ -0,0 +1,28 @@
|
||||
#version 300 es
|
||||
precision highp float;
|
||||
|
||||
uniform sampler2D u_image0;
|
||||
uniform vec2 u_resolution;
|
||||
uniform float u_float0; // strength [0.0 – 2.0] typical: 0.3–1.0
|
||||
|
||||
in vec2 v_texCoord;
|
||||
layout(location = 0) out vec4 fragColor0;
|
||||
|
||||
void main() {
|
||||
vec2 texel = 1.0 / u_resolution;
|
||||
|
||||
// Sample center and neighbors
|
||||
vec4 center = texture(u_image0, v_texCoord);
|
||||
vec4 top = texture(u_image0, v_texCoord + vec2( 0.0, -texel.y));
|
||||
vec4 bottom = texture(u_image0, v_texCoord + vec2( 0.0, texel.y));
|
||||
vec4 left = texture(u_image0, v_texCoord + vec2(-texel.x, 0.0));
|
||||
vec4 right = texture(u_image0, v_texCoord + vec2( texel.x, 0.0));
|
||||
|
||||
// Edge enhancement (Laplacian)
|
||||
vec4 edges = center * 4.0 - top - bottom - left - right;
|
||||
|
||||
// Add edges back scaled by strength
|
||||
vec4 sharpened = center + edges * u_float0;
|
||||
|
||||
fragColor0 = vec4(clamp(sharpened.rgb, 0.0, 1.0), center.a);
|
||||
}
|
||||
@@ -0,0 +1,61 @@
|
||||
#version 300 es
|
||||
precision highp float;
|
||||
|
||||
uniform sampler2D u_image0;
|
||||
uniform vec2 u_resolution;
|
||||
uniform float u_float0; // amount [0.0 - 3.0] typical: 0.5-1.5
|
||||
uniform float u_float1; // radius [0.5 - 10.0] blur radius in pixels
|
||||
uniform float u_float2; // threshold [0.0 - 0.1] min difference to sharpen
|
||||
|
||||
in vec2 v_texCoord;
|
||||
layout(location = 0) out vec4 fragColor0;
|
||||
|
||||
float gaussian(float x, float sigma) {
|
||||
return exp(-(x * x) / (2.0 * sigma * sigma));
|
||||
}
|
||||
|
||||
float getLuminance(vec3 color) {
|
||||
return dot(color, vec3(0.2126, 0.7152, 0.0722));
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 texel = 1.0 / u_resolution;
|
||||
float radius = max(u_float1, 0.5);
|
||||
float amount = u_float0;
|
||||
float threshold = u_float2;
|
||||
|
||||
vec4 original = texture(u_image0, v_texCoord);
|
||||
|
||||
// Gaussian blur for the "unsharp" mask
|
||||
int samples = int(ceil(radius));
|
||||
float sigma = radius / 2.0;
|
||||
|
||||
vec4 blurred = vec4(0.0);
|
||||
float totalWeight = 0.0;
|
||||
|
||||
for (int x = -samples; x <= samples; x++) {
|
||||
for (int y = -samples; y <= samples; y++) {
|
||||
vec2 offset = vec2(float(x), float(y)) * texel;
|
||||
vec4 sample_color = texture(u_image0, v_texCoord + offset);
|
||||
|
||||
float dist = length(vec2(float(x), float(y)));
|
||||
float weight = gaussian(dist, sigma);
|
||||
blurred += sample_color * weight;
|
||||
totalWeight += weight;
|
||||
}
|
||||
}
|
||||
blurred /= totalWeight;
|
||||
|
||||
// Unsharp mask = original - blurred
|
||||
vec3 mask = original.rgb - blurred.rgb;
|
||||
|
||||
// Luminance-based threshold with smooth falloff
|
||||
float lumaDelta = abs(getLuminance(original.rgb) - getLuminance(blurred.rgb));
|
||||
float thresholdScale = smoothstep(0.0, threshold, lumaDelta);
|
||||
mask *= thresholdScale;
|
||||
|
||||
// Sharpen: original + mask * amount
|
||||
vec3 sharpened = original.rgb + mask * amount;
|
||||
|
||||
fragColor0 = vec4(clamp(sharpened, 0.0, 1.0), original.a);
|
||||
}
|
||||
@@ -0,0 +1,159 @@
|
||||
#!/usr/bin/env python3
|
||||
"""
|
||||
Shader Blueprint Updater
|
||||
|
||||
Syncs GLSL shader files between this folder and blueprint JSON files.
|
||||
|
||||
File naming convention:
|
||||
{Blueprint Name}_{node_id}.frag
|
||||
|
||||
Usage:
|
||||
python update_blueprints.py extract # Extract shaders from JSONs to here
|
||||
python update_blueprints.py patch # Patch shaders back into JSONs
|
||||
python update_blueprints.py # Same as patch (default)
|
||||
"""
|
||||
|
||||
import json
|
||||
import logging
|
||||
import sys
|
||||
import re
|
||||
from pathlib import Path
|
||||
|
||||
logging.basicConfig(level=logging.INFO, format='%(message)s')
|
||||
logger = logging.getLogger(__name__)
|
||||
|
||||
GLSL_DIR = Path(__file__).parent
|
||||
BLUEPRINTS_DIR = GLSL_DIR.parent
|
||||
|
||||
|
||||
def get_blueprint_files():
|
||||
"""Get all blueprint JSON files."""
|
||||
return sorted(BLUEPRINTS_DIR.glob("*.json"))
|
||||
|
||||
|
||||
def sanitize_filename(name):
|
||||
"""Convert blueprint name to safe filename."""
|
||||
return re.sub(r'[^\w\-]', '_', name)
|
||||
|
||||
|
||||
def extract_shaders():
|
||||
"""Extract all shaders from blueprint JSONs to this folder."""
|
||||
extracted = 0
|
||||
for json_path in get_blueprint_files():
|
||||
blueprint_name = json_path.stem
|
||||
|
||||
try:
|
||||
with open(json_path, 'r') as f:
|
||||
data = json.load(f)
|
||||
except (json.JSONDecodeError, IOError) as e:
|
||||
logger.warning("Skipping %s: %s", json_path.name, e)
|
||||
continue
|
||||
|
||||
# Find GLSLShader nodes in subgraphs
|
||||
for subgraph in data.get('definitions', {}).get('subgraphs', []):
|
||||
for node in subgraph.get('nodes', []):
|
||||
if node.get('type') == 'GLSLShader':
|
||||
node_id = node.get('id')
|
||||
widgets = node.get('widgets_values', [])
|
||||
|
||||
# Find shader code (first string that looks like GLSL)
|
||||
for widget in widgets:
|
||||
if isinstance(widget, str) and widget.startswith('#version'):
|
||||
safe_name = sanitize_filename(blueprint_name)
|
||||
frag_name = f"{safe_name}_{node_id}.frag"
|
||||
frag_path = GLSL_DIR / frag_name
|
||||
|
||||
with open(frag_path, 'w') as f:
|
||||
f.write(widget)
|
||||
|
||||
logger.info(" Extracted: %s", frag_name)
|
||||
extracted += 1
|
||||
break
|
||||
|
||||
logger.info("\nExtracted %d shader(s)", extracted)
|
||||
|
||||
|
||||
def patch_shaders():
|
||||
"""Patch shaders from this folder back into blueprint JSONs."""
|
||||
# Build lookup: blueprint_name -> [(node_id, shader_code), ...]
|
||||
shader_updates = {}
|
||||
|
||||
for frag_path in sorted(GLSL_DIR.glob("*.frag")):
|
||||
# Parse filename: {blueprint_name}_{node_id}.frag
|
||||
parts = frag_path.stem.rsplit('_', 1)
|
||||
if len(parts) != 2:
|
||||
logger.warning("Skipping %s: invalid filename format", frag_path.name)
|
||||
continue
|
||||
|
||||
blueprint_name, node_id_str = parts
|
||||
|
||||
try:
|
||||
node_id = int(node_id_str)
|
||||
except ValueError:
|
||||
logger.warning("Skipping %s: invalid node_id", frag_path.name)
|
||||
continue
|
||||
|
||||
with open(frag_path, 'r') as f:
|
||||
shader_code = f.read()
|
||||
|
||||
if blueprint_name not in shader_updates:
|
||||
shader_updates[blueprint_name] = []
|
||||
shader_updates[blueprint_name].append((node_id, shader_code))
|
||||
|
||||
# Apply updates to JSON files
|
||||
patched = 0
|
||||
for json_path in get_blueprint_files():
|
||||
blueprint_name = sanitize_filename(json_path.stem)
|
||||
|
||||
if blueprint_name not in shader_updates:
|
||||
continue
|
||||
|
||||
try:
|
||||
with open(json_path, 'r') as f:
|
||||
data = json.load(f)
|
||||
except (json.JSONDecodeError, IOError) as e:
|
||||
logger.error("Error reading %s: %s", json_path.name, e)
|
||||
continue
|
||||
|
||||
modified = False
|
||||
for node_id, shader_code in shader_updates[blueprint_name]:
|
||||
# Find the node and update
|
||||
for subgraph in data.get('definitions', {}).get('subgraphs', []):
|
||||
for node in subgraph.get('nodes', []):
|
||||
if node.get('id') == node_id and node.get('type') == 'GLSLShader':
|
||||
widgets = node.get('widgets_values', [])
|
||||
if len(widgets) > 0 and widgets[0] != shader_code:
|
||||
widgets[0] = shader_code
|
||||
modified = True
|
||||
logger.info(" Patched: %s (node %d)", json_path.name, node_id)
|
||||
patched += 1
|
||||
|
||||
if modified:
|
||||
with open(json_path, 'w') as f:
|
||||
json.dump(data, f)
|
||||
|
||||
if patched == 0:
|
||||
logger.info("No changes to apply.")
|
||||
else:
|
||||
logger.info("\nPatched %d shader(s)", patched)
|
||||
|
||||
|
||||
def main():
|
||||
if len(sys.argv) < 2:
|
||||
command = "patch"
|
||||
else:
|
||||
command = sys.argv[1].lower()
|
||||
|
||||
if command == "extract":
|
||||
logger.info("Extracting shaders from blueprints...")
|
||||
extract_shaders()
|
||||
elif command in ("patch", "update", "apply"):
|
||||
logger.info("Patching shaders into blueprints...")
|
||||
patch_shaders()
|
||||
else:
|
||||
logger.info(__doc__)
|
||||
sys.exit(1)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
@@ -0,0 +1 @@
|
||||
{"revision":0,"last_node_id":140,"last_link_id":0,"nodes":[{"id":140,"type":"916dff42-6166-4d45-b028-04eaf69fbb35","pos":[500,1440],"size":[250,178],"flags":{},"order":2,"mode":0,"inputs":[{"label":"image","localized_name":"images.image0","name":"images.image0","type":"IMAGE","link":null}],"outputs":[{"label":"IMAGE","localized_name":"IMAGE0","name":"IMAGE0","type":"IMAGE","links":[]}],"properties":{"proxyWidgets":[["4","value"],["5","value"]]},"widgets_values":[],"title":"Brightness and Contrast"}],"links":[],"version":0.4,"definitions":{"subgraphs":[{"id":"916dff42-6166-4d45-b028-04eaf69fbb35","version":1,"state":{"lastGroupId":0,"lastNodeId":143,"lastLinkId":118,"lastRerouteId":0},"revision":0,"config":{},"name":"Brightness and Contrast","inputNode":{"id":-10,"bounding":[360,-176,120,60]},"outputNode":{"id":-20,"bounding":[1410,-176,120,60]},"inputs":[{"id":"a5aae7ea-b511-4045-b5da-94101e269cd7","name":"images.image0","type":"IMAGE","linkIds":[117],"localized_name":"images.image0","label":"image","pos":[460,-156]}],"outputs":[{"id":"30b72604-69b3-4944-b253-a9099bbd73a9","name":"IMAGE0","type":"IMAGE","linkIds":[118],"localized_name":"IMAGE0","label":"IMAGE","pos":[1430,-156]}],"widgets":[],"nodes":[{"id":4,"type":"PrimitiveFloat","pos":[540,-280],"size":[270,58],"flags":{},"order":0,"mode":0,"inputs":[{"label":"brightness","localized_name":"value","name":"value","type":"FLOAT","widget":{"name":"value"},"link":null}],"outputs":[{"localized_name":"FLOAT","name":"FLOAT","type":"FLOAT","links":[115]}],"properties":{"Node name for S&R":"PrimitiveFloat","min":0,"max":100,"precision":1,"step":1},"widgets_values":[50]},{"id":5,"type":"PrimitiveFloat","pos":[540,-170],"size":[270,58],"flags":{},"order":1,"mode":0,"inputs":[{"label":"contrast","localized_name":"value","name":"value","type":"FLOAT","widget":{"name":"value"},"link":null}],"outputs":[{"localized_name":"FLOAT","name":"FLOAT","type":"FLOAT","links":[116]}],"properties":{"Node name for S&R":"PrimitiveFloat","min":0,"max":100,"precision":1,"step":1},"widgets_values":[0]},{"id":143,"type":"GLSLShader","pos":[840,-280],"size":[400,212],"flags":{},"order":2,"mode":0,"inputs":[{"label":"image0","localized_name":"images.image0","name":"images.image0","type":"IMAGE","link":117},{"label":"image1","localized_name":"images.image1","name":"images.image1","shape":7,"type":"IMAGE","link":null},{"label":"u_float0","localized_name":"floats.u_float0","name":"floats.u_float0","shape":7,"type":"FLOAT","link":115},{"label":"u_float1","localized_name":"floats.u_float1","name":"floats.u_float1","shape":7,"type":"FLOAT","link":116},{"label":"u_float2","localized_name":"floats.u_float2","name":"floats.u_float2","shape":7,"type":"FLOAT","link":null},{"label":"u_int0","localized_name":"ints.u_int0","name":"ints.u_int0","shape":7,"type":"INT","link":null},{"localized_name":"fragment_shader","name":"fragment_shader","type":"STRING","widget":{"name":"fragment_shader"},"link":null},{"localized_name":"size_mode","name":"size_mode","type":"COMFY_DYNAMICCOMBO_V3","widget":{"name":"size_mode"},"link":null}],"outputs":[{"localized_name":"IMAGE0","name":"IMAGE0","type":"IMAGE","links":[118]},{"localized_name":"IMAGE1","name":"IMAGE1","type":"IMAGE","links":null},{"localized_name":"IMAGE2","name":"IMAGE2","type":"IMAGE","links":null},{"localized_name":"IMAGE3","name":"IMAGE3","type":"IMAGE","links":null}],"properties":{"Node name for S&R":"GLSLShader"},"widgets_values":["#version 300 es\nprecision highp float;\n\nuniform sampler2D u_image0;\nuniform float u_float0; // Brightness slider -100..100\nuniform float u_float1; // Contrast slider -100..100\n\nin vec2 v_texCoord;\nout vec4 fragColor;\n\nconst float MID_GRAY = 0.18; // 18% reflectance\n\n// sRGB gamma 2.2 approximation\nvec3 srgbToLinear(vec3 c) {\n return pow(max(c, 0.0), vec3(2.2));\n}\n\nvec3 linearToSrgb(vec3 c) {\n return pow(max(c, 0.0), vec3(1.0/2.2));\n}\n\nfloat mapBrightness(float b) {\n return clamp(b / 100.0, -1.0, 1.0);\n}\n\nfloat mapContrast(float c) {\n return clamp(c / 100.0 + 1.0, 0.0, 2.0);\n}\n\nvoid main() {\n vec4 orig = texture(u_image0, v_texCoord);\n\n float brightness = mapBrightness(u_float0);\n float contrast = mapContrast(u_float1);\n\n vec3 lin = srgbToLinear(orig.rgb);\n\n lin = (lin - MID_GRAY) * contrast + brightness + MID_GRAY;\n\n // Convert back to sRGB\n vec3 result = linearToSrgb(clamp(lin, 0.0, 1.0));\n\n fragColor = vec4(result, orig.a);\n}\n","from_input"]}],"groups":[],"links":[{"id":115,"origin_id":4,"origin_slot":0,"target_id":143,"target_slot":2,"type":"FLOAT"},{"id":116,"origin_id":5,"origin_slot":0,"target_id":143,"target_slot":3,"type":"FLOAT"},{"id":117,"origin_id":-10,"origin_slot":0,"target_id":143,"target_slot":0,"type":"IMAGE"},{"id":118,"origin_id":143,"origin_slot":0,"target_id":-20,"target_slot":0,"type":"IMAGE"}],"extra":{"workflowRendererVersion":"LG"}}]},"extra":{}}
|
||||
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
@@ -0,0 +1 @@
|
||||
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Reference in New Issue
Block a user