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 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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