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* 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>
29 lines
742 B
Markdown
29 lines
742 B
Markdown
# GLSL Shader Sources
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This folder contains the GLSL fragment shaders extracted from blueprint JSON files for easier editing and version control.
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## File Naming Convention
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`{Blueprint_Name}_{node_id}.frag`
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- **Blueprint_Name**: The JSON filename with spaces/special chars replaced by underscores
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- **node_id**: The GLSLShader node ID within the subgraph
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## Usage
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```bash
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# Extract shaders from blueprint JSONs to this folder
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python update_blueprints.py extract
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# Patch edited shaders back into blueprint JSONs
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python update_blueprints.py patch
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```
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## Workflow
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1. Run `extract` to pull current shaders from JSONs
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2. Edit `.frag` files
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3. Run `patch` to update the blueprint JSONs
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4. Test
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5. Commit both `.frag` files and updated JSONs
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