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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#pragma passes 2
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precision highp float;
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// Blur type constants
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const int BLUR_GAUSSIAN = 0;
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const int BLUR_BOX = 1;
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const int BLUR_RADIAL = 2;
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// Radial blur config
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const int RADIAL_SAMPLES = 12;
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const float RADIAL_STRENGTH = 0.0003;
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uniform sampler2D u_image0;
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uniform vec2 u_resolution;
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uniform int u_int0; // Blur type (BLUR_GAUSSIAN, BLUR_BOX, BLUR_RADIAL)
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uniform float u_float0; // Blur radius/amount
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uniform int u_pass; // Pass index (0 = horizontal, 1 = vertical)
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in vec2 v_texCoord;
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layout(location = 0) out vec4 fragColor0;
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float gaussian(float x, float sigma) {
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return exp(-(x * x) / (2.0 * sigma * sigma));
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}
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void main() {
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vec2 texelSize = 1.0 / u_resolution;
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float radius = max(u_float0, 0.0);
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// Radial (angular) blur - single pass, doesn't use separable
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if (u_int0 == BLUR_RADIAL) {
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// Only execute on first pass
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if (u_pass > 0) {
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fragColor0 = texture(u_image0, v_texCoord);
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return;
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}
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vec2 center = vec2(0.5);
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vec2 dir = v_texCoord - center;
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float dist = length(dir);
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if (dist < 1e-4) {
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fragColor0 = texture(u_image0, v_texCoord);
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return;
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}
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vec4 sum = vec4(0.0);
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float totalWeight = 0.0;
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float angleStep = radius * RADIAL_STRENGTH;
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dir /= dist;
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float cosStep = cos(angleStep);
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float sinStep = sin(angleStep);
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float negAngle = -float(RADIAL_SAMPLES) * angleStep;
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vec2 rotDir = vec2(
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dir.x * cos(negAngle) - dir.y * sin(negAngle),
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dir.x * sin(negAngle) + dir.y * cos(negAngle)
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);
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for (int i = -RADIAL_SAMPLES; i <= RADIAL_SAMPLES; i++) {
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vec2 uv = center + rotDir * dist;
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float w = 1.0 - abs(float(i)) / float(RADIAL_SAMPLES);
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sum += texture(u_image0, uv) * w;
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totalWeight += w;
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rotDir = vec2(
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rotDir.x * cosStep - rotDir.y * sinStep,
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rotDir.x * sinStep + rotDir.y * cosStep
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);
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}
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fragColor0 = sum / max(totalWeight, 0.001);
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return;
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}
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// Separable Gaussian / Box blur
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int samples = int(ceil(radius));
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if (samples == 0) {
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fragColor0 = texture(u_image0, v_texCoord);
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return;
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}
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// Direction: pass 0 = horizontal, pass 1 = vertical
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vec2 dir = (u_pass == 0) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
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vec4 color = vec4(0.0);
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float totalWeight = 0.0;
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float sigma = radius / 2.0;
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for (int i = -samples; i <= samples; i++) {
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vec2 offset = dir * float(i) * texelSize;
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vec4 sample_color = texture(u_image0, v_texCoord + offset);
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float weight;
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if (u_int0 == BLUR_GAUSSIAN) {
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weight = gaussian(float(i), sigma);
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} else {
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// BLUR_BOX
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weight = 1.0;
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}
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color += sample_color * weight;
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totalWeight += weight;
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}
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fragColor0 = color / totalWeight;
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}
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