mirror of
https://github.com/comfyanonymous/ComfyUI.git
synced 2026-02-02 01:30:18 +08:00
add glsl shader update system
This commit is contained in:
parent
0c313f5293
commit
0050b66a0b
49
blueprints/.glsl/Brightness_and_Contrast_1.frag
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49
blueprints/.glsl/Brightness_and_Contrast_1.frag
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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 EPSILON = 1e-5;
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vec3 srgbToLinear(vec3 c) {
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return pow(c, vec3(2.2));
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}
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vec3 linearToSrgb(vec3 c) {
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return pow(c, 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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// Early exit if no adjustment
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if (abs(brightness) < EPSILON && abs(contrast - 1.0) < EPSILON) {
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fragColor = orig;
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return;
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}
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vec3 lin = srgbToLinear(orig.rgb);
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lin = (lin - 0.5) * contrast + brightness + 0.5;
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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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60
blueprints/.glsl/Chromatic_Aberration_16.frag
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60
blueprints/.glsl/Chromatic_Aberration_16.frag
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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 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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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 * 0.0005;
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if (amount == 0.0) {
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fragColor = original;
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return;
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}
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vec2 centered = uv - 0.5;
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float r = length(centered);
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vec2 dir = normalize(centered + 0.001);
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vec2 offset;
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if (u_int0 == MODE_LINEAR) {
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// Horizontal shift
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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 * 4.0;
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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 * 8.0;
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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 * 4.0;
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}
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else if (u_int0 == MODE_DIAGONAL) {
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// 45° offset
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offset = vec2(amount, amount) * 0.707;
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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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68
blueprints/.glsl/Color_Adjustment_15.frag
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68
blueprints/.glsl/Color_Adjustment_15.frag
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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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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 * 0.01;
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float tint = u_float1 * 0.01;
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float vibrance = u_float2 * 0.01;
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float saturation = u_float3 * 0.01;
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// Temperature (warm/cool): positive = warm, negative = cool
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color.r = clamp(color.r + temperature * 0.3, 0.0, 1.0);
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color.b = clamp(color.b - temperature * 0.3, 0.0, 1.0);
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// Tint (green/magenta): positive = green, negative = magenta
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color.g = clamp(color.g + tint * 0.3, 0.0, 1.0);
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color.r = clamp(color.r - tint * 0.15, 0.0, 1.0);
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color.b = clamp(color.b - tint * 0.15, 0.0, 1.0);
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// Vibrance Pro 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, vec3(0.299, 0.587, 0.114));
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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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// Skin tone protection (hardcoded 0.5)
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float skinTone = 0.0;
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if (color.r > color.g && color.g > color.b) {
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float warmth = (color.r - color.b) / max(maxC, 0.001);
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skinTone = warmth * sat * (1.0 - sat);
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}
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vibranceAmt *= (1.0 - skinTone * 0.5);
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color = mix(vec3(gray), color, 1.0 + vibranceAmt * 2.0);
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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, vec3(0.299, 0.587, 0.114));
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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 * 2.0; // +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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124
blueprints/.glsl/Film_Grain_15.frag
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124
blueprints/.glsl/Film_Grain_15.frag
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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, 0.001);
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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(color.rgb, color.a);
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}
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133
blueprints/.glsl/Glow_30.frag
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133
blueprints/.glsl/Glow_30.frag
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@ -0,0 +1,133 @@
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#version 300 es
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precision mediump 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; // Blend mode
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uniform int u_int1; // Color tint
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uniform float u_float0; // Intensity
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uniform float u_float1; // Radius
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uniform float u_float2; // Threshold
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in vec2 v_texCoord;
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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;
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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) {
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p = fract(p * vec2(123.34, 456.21));
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p += dot(p, p + 45.32);
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return fract(p.x * p.y);
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}
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vec3 hexToRgb(int h) {
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return vec3(
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float((h >> 16) & 255),
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float((h >> 8) & 255),
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float(h & 255)
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) * (1.0 / 255.0);
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}
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vec3 blend(vec3 base, vec3 glow, int mode) {
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if (mode == BLEND_SCREEN) {
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return 1.0 - (1.0 - base) * (1.0 - glow);
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}
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if (mode == BLEND_SOFT) {
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return mix(
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base - (1.0 - 2.0 * glow) * base * (1.0 - base),
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base + (2.0 * glow - 1.0) * (sqrt(base) - base),
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step(0.5, glow)
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);
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}
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if (mode == BLEND_OVERLAY) {
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return mix(
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2.0 * base * glow,
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1.0 - 2.0 * (1.0 - base) * (1.0 - glow),
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step(0.5, base)
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);
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}
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if (mode == BLEND_LIGHTEN) {
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return max(base, glow);
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}
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return base + glow;
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}
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void main() {
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vec4 original = texture(u_image0, v_texCoord);
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float intensity = u_float0 * 0.05;
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float radius = u_float1 * u_float1 * 0.012;
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if (intensity < 0.001 || radius < 0.1) {
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fragColor = original;
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return;
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}
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float threshold = 1.0 - u_float2 * 0.01;
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float t0 = threshold - 0.15;
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float t1 = threshold + 0.15;
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vec2 texelSize = 1.0 / u_resolution;
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float radius2 = radius * radius;
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float sampleScale = clamp(radius * 0.75, 0.35, 1.0);
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int samples = int(float(MAX_SAMPLES) * sampleScale);
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float noise = hash(gl_FragCoord.xy);
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float angleOffset = noise * GOLDEN_ANGLE;
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float radiusJitter = 0.85 + noise * 0.3;
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float ca = cos(GOLDEN_ANGLE);
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float sa = sin(GOLDEN_ANGLE);
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vec2 dir = vec2(cos(angleOffset), sin(angleOffset));
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vec3 glow = vec3(0.0);
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float totalWeight = 0.0;
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// Center tap
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float centerMask = smoothstep(t0, t1, dot(original.rgb, LUMA));
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glow += original.rgb * centerMask * 2.0;
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totalWeight += 2.0;
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for (int i = 1; i < MAX_SAMPLES; i++) {
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if (i >= samples) break;
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float fi = float(i);
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float dist = sqrt(fi / float(samples)) * radius * radiusJitter;
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vec2 offset = dir * dist * texelSize;
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vec3 c = texture(u_image0, v_texCoord + offset).rgb;
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float mask = smoothstep(t0, t1, dot(c, LUMA));
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float w = 1.0 - (dist * dist) / (radius2 * 1.5);
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w = max(w, 0.0);
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w *= w;
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glow += c * mask * w;
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totalWeight += w;
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dir = vec2(
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dir.x * ca - dir.y * sa,
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dir.x * sa + dir.y * ca
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);
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}
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glow *= intensity / totalWeight;
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if (u_int1 > 0) {
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glow *= hexToRgb(u_int1);
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}
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vec3 result = blend(original.rgb, glow, u_int0);
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result += (noise - 0.5) * (1.0 / 255.0);
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fragColor = vec4(clamp(result, 0.0, 1.0), original.a);
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}
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246
blueprints/.glsl/Hue_and_Saturation_1.frag
Normal file
246
blueprints/.glsl/Hue_and_Saturation_1.frag
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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 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) {
|
||||
float h = hsb.x * 6.0;
|
||||
float s = hsb.y;
|
||||
float b = hsb.z;
|
||||
|
||||
float c = b * s;
|
||||
float x = c * (1.0 - abs(mod(h, 2.0) - 1.0));
|
||||
float m = b - c;
|
||||
|
||||
vec3 rgb;
|
||||
if (h < 1.0) rgb = vec3(c, x, 0.0);
|
||||
else if (h < 2.0) rgb = vec3(x, c, 0.0);
|
||||
else if (h < 3.0) rgb = vec3(0.0, c, x);
|
||||
else if (h < 4.0) rgb = vec3(0.0, x, c);
|
||||
else if (h < 5.0) rgb = vec3(x, 0.0, c);
|
||||
else rgb = vec3(c, 0.0, x);
|
||||
|
||||
return rgb + m;
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
// 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;
|
||||
|
||||
float centers[6];
|
||||
centers[0] = 0.0;
|
||||
centers[1] = 1.0/6.0;
|
||||
centers[2] = 2.0/6.0;
|
||||
centers[3] = 3.0/6.0;
|
||||
centers[4] = 4.0/6.0;
|
||||
centers[5] = 5.0/6.0;
|
||||
|
||||
int idx = mode - 1;
|
||||
|
||||
if (mode == MODE_RED) {
|
||||
return max(
|
||||
getHueWeight(hue, 0.0, overlap),
|
||||
getHueWeight(hue, 1.0, overlap)
|
||||
);
|
||||
}
|
||||
|
||||
return getHueWeight(hue, centers[idx], 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(abs(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);
|
||||
}
|
||||
97
blueprints/.glsl/Image_Blur_1.frag
Normal file
97
blueprints/.glsl/Image_Blur_1.frag
Normal file
@ -0,0 +1,97 @@
|
||||
#version 300 es
|
||||
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
|
||||
|
||||
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
|
||||
if (u_int0 == BLUR_RADIAL) {
|
||||
vec2 center = vec2(0.5);
|
||||
vec2 dir = v_texCoord - center;
|
||||
float dist = length(dir);
|
||||
|
||||
// Avoid division by zero
|
||||
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;
|
||||
|
||||
for (int i = -RADIAL_SAMPLES; i <= RADIAL_SAMPLES; i++) {
|
||||
float a = float(i) * angleStep;
|
||||
float s = sin(a);
|
||||
float c = cos(a);
|
||||
vec2 rotatedDir = vec2(
|
||||
dir.x * c - dir.y * s,
|
||||
dir.x * s + dir.y * c
|
||||
);
|
||||
vec2 uv = center + rotatedDir * dist;
|
||||
float w = 1.0 - abs(float(i)) / float(RADIAL_SAMPLES);
|
||||
sum += texture(u_image0, uv) * w;
|
||||
totalWeight += w;
|
||||
}
|
||||
|
||||
fragColor0 = sum / totalWeight;
|
||||
return;
|
||||
}
|
||||
|
||||
// Gaussian / Box blur
|
||||
int samples = int(ceil(radius));
|
||||
|
||||
if (samples == 0) {
|
||||
fragColor0 = texture(u_image0, v_texCoord);
|
||||
return;
|
||||
}
|
||||
|
||||
vec4 color = vec4(0.0);
|
||||
float totalWeight = 0.0;
|
||||
float sigma = radius / 2.0;
|
||||
|
||||
for (int x = -samples; x <= samples; x++) {
|
||||
for (int y = -samples; y <= samples; y++) {
|
||||
vec2 offset = vec2(float(x), float(y)) * texelSize;
|
||||
vec4 sample_color = texture(u_image0, v_texCoord + offset);
|
||||
|
||||
float weight;
|
||||
if (u_int0 == BLUR_GAUSSIAN) {
|
||||
float dist = length(vec2(float(x), float(y)));
|
||||
weight = gaussian(dist, sigma);
|
||||
} else {
|
||||
// BLUR_BOX
|
||||
weight = 1.0;
|
||||
}
|
||||
|
||||
color += sample_color * weight;
|
||||
totalWeight += weight;
|
||||
}
|
||||
}
|
||||
|
||||
fragColor0 = color / totalWeight;
|
||||
}
|
||||
20
blueprints/.glsl/Image_Channels_23.frag
Normal file
20
blueprints/.glsl/Image_Channels_23.frag
Normal file
@ -0,0 +1,20 @@
|
||||
#version 300 es
|
||||
precision highp float;
|
||||
|
||||
uniform sampler2D u_image0;
|
||||
uniform vec2 u_resolution;
|
||||
|
||||
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
|
||||
}
|
||||
71
blueprints/.glsl/Image_Levels_1.frag
Normal file
71
blueprints/.glsl/Image_Levels_1.frag
Normal file
@ -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);
|
||||
}
|
||||
28
blueprints/.glsl/README.md
Normal file
28
blueprints/.glsl/README.md
Normal file
@ -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
|
||||
28
blueprints/.glsl/Sharpen_23.frag
Normal file
28
blueprints/.glsl/Sharpen_23.frag
Normal file
@ -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);
|
||||
}
|
||||
68
blueprints/.glsl/Unsharp_Mask_26.frag
Normal file
68
blueprints/.glsl/Unsharp_Mask_26.frag
Normal file
@ -0,0 +1,68 @@
|
||||
#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;
|
||||
vec2 sampleCoord = v_texCoord + offset;
|
||||
|
||||
// Boundary check - skip out-of-bounds samples
|
||||
if (sampleCoord.x < 0.0 || sampleCoord.x > 1.0 ||
|
||||
sampleCoord.y < 0.0 || sampleCoord.y > 1.0) {
|
||||
continue;
|
||||
}
|
||||
|
||||
float dist = length(vec2(float(x), float(y)));
|
||||
float weight = gaussian(dist, sigma);
|
||||
blurred += texture(u_image0, sampleCoord) * weight;
|
||||
totalWeight += weight;
|
||||
}
|
||||
}
|
||||
blurred /= totalWeight;
|
||||
|
||||
// Unsharp mask = original - blurred
|
||||
vec3 mask = original.rgb - blurred.rgb;
|
||||
|
||||
// Luminance-based threshold (Photoshop-style)
|
||||
float lumaDelta = abs(getLuminance(original.rgb) - getLuminance(blurred.rgb));
|
||||
if (lumaDelta < threshold) {
|
||||
mask = vec3(0.0);
|
||||
}
|
||||
|
||||
// Sharpen: original + mask * amount
|
||||
vec3 sharpened = original.rgb + mask * amount;
|
||||
|
||||
fragColor0 = vec4(clamp(sharpened, 0.0, 1.0), original.a);
|
||||
}
|
||||
155
blueprints/.glsl/update_blueprints.py
Normal file
155
blueprints/.glsl/update_blueprints.py
Normal file
@ -0,0 +1,155 @@
|
||||
#!/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 sys
|
||||
import re
|
||||
from pathlib import Path
|
||||
|
||||
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:
|
||||
print(f" Skipping {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)
|
||||
|
||||
print(f" Extracted: {frag_name}")
|
||||
extracted += 1
|
||||
break
|
||||
|
||||
print(f"\nExtracted {extracted} shader(s)")
|
||||
|
||||
|
||||
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:
|
||||
print(f" Skipping {frag_path.name}: invalid filename format")
|
||||
continue
|
||||
|
||||
blueprint_name, node_id_str = parts
|
||||
|
||||
try:
|
||||
node_id = int(node_id_str)
|
||||
except ValueError:
|
||||
print(f" Skipping {frag_path.name}: invalid node_id")
|
||||
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:
|
||||
print(f" Error reading {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
|
||||
print(f" Patched: {json_path.name} (node {node_id})")
|
||||
patched += 1
|
||||
|
||||
if modified:
|
||||
with open(json_path, 'w') as f:
|
||||
json.dump(data, f)
|
||||
|
||||
if patched == 0:
|
||||
print("No changes to apply.")
|
||||
else:
|
||||
print(f"\nPatched {patched} shader(s)")
|
||||
|
||||
|
||||
def main():
|
||||
if len(sys.argv) < 2:
|
||||
command = "patch"
|
||||
else:
|
||||
command = sys.argv[1].lower()
|
||||
|
||||
if command == "extract":
|
||||
print("Extracting shaders from blueprints...")
|
||||
extract_shaders()
|
||||
elif command in ("patch", "update", "apply"):
|
||||
print("Patching shaders into blueprints...")
|
||||
patch_shaders()
|
||||
else:
|
||||
print(__doc__)
|
||||
sys.exit(1)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
Loading…
Reference in New Issue
Block a user