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; // amount [0.0 - 3.0] typical: 0.5-1.5
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uniform float u_float1; // radius [0.5 - 10.0] blur radius in pixels
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uniform float u_float2; // threshold [0.0 - 0.1] min difference to sharpen
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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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float getLuminance(vec3 color) {
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return dot(color, vec3(0.2126, 0.7152, 0.0722));
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}
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void main() {
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vec2 texel = 1.0 / u_resolution;
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float radius = max(u_float1, 0.5);
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float amount = u_float0;
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float threshold = u_float2;
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vec4 original = texture(u_image0, v_texCoord);
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// Gaussian blur for the "unsharp" mask
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int samples = int(ceil(radius));
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float sigma = radius / 2.0;
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vec4 blurred = vec4(0.0);
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float totalWeight = 0.0;
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for (int x = -samples; x <= samples; x++) {
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for (int y = -samples; y <= samples; y++) {
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vec2 offset = vec2(float(x), float(y)) * texel;
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vec4 sample_color = texture(u_image0, v_texCoord + offset);
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float dist = length(vec2(float(x), float(y)));
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float weight = gaussian(dist, sigma);
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blurred += sample_color * weight;
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totalWeight += weight;
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}
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}
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blurred /= totalWeight;
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// Unsharp mask = original - blurred
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vec3 mask = original.rgb - blurred.rgb;
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// Luminance-based threshold with smooth falloff
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float lumaDelta = abs(getLuminance(original.rgb) - getLuminance(blurred.rgb));
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float thresholdScale = smoothstep(0.0, threshold, lumaDelta);
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mask *= thresholdScale;
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// Sharpen: original + mask * amount
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vec3 sharpened = original.rgb + mask * amount;
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fragColor0 = vec4(clamp(sharpened, 0.0, 1.0), original.a);
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}
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