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>
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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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