ComfyUI/blueprints/.glsl/Glow_30.frag
pythongosssss bb048d4aaa more fixes
2026-01-31 16:30:10 -08:00

133 lines
3.4 KiB
GLSL

#version 300 es
precision mediump float;
uniform sampler2D u_image0;
uniform vec2 u_resolution;
uniform int u_int0; // Blend mode
uniform int u_int1; // Color tint
uniform float u_float0; // Intensity
uniform float u_float1; // Radius
uniform float u_float2; // Threshold
in vec2 v_texCoord;
out vec4 fragColor;
const int BLEND_ADD = 0;
const int BLEND_SCREEN = 1;
const int BLEND_SOFT = 2;
const int BLEND_OVERLAY = 3;
const int BLEND_LIGHTEN = 4;
const float GOLDEN_ANGLE = 2.39996323;
const int MAX_SAMPLES = 48;
const vec3 LUMA = vec3(0.299, 0.587, 0.114);
float hash(vec2 p) {
p = fract(p * vec2(123.34, 456.21));
p += dot(p, p + 45.32);
return fract(p.x * p.y);
}
vec3 hexToRgb(int h) {
return vec3(
float((h >> 16) & 255),
float((h >> 8) & 255),
float(h & 255)
) * (1.0 / 255.0);
}
vec3 blend(vec3 base, vec3 glow, int mode) {
if (mode == BLEND_SCREEN) {
return 1.0 - (1.0 - base) * (1.0 - glow);
}
if (mode == BLEND_SOFT) {
return mix(
base - (1.0 - 2.0 * glow) * base * (1.0 - base),
base + (2.0 * glow - 1.0) * (sqrt(base) - base),
step(0.5, glow)
);
}
if (mode == BLEND_OVERLAY) {
return mix(
2.0 * base * glow,
1.0 - 2.0 * (1.0 - base) * (1.0 - glow),
step(0.5, base)
);
}
if (mode == BLEND_LIGHTEN) {
return max(base, glow);
}
return base + glow;
}
void main() {
vec4 original = texture(u_image0, v_texCoord);
float intensity = u_float0 * 0.05;
float radius = u_float1 * u_float1 * 0.012;
if (intensity < 0.001 || radius < 0.1) {
fragColor = original;
return;
}
float threshold = 1.0 - u_float2 * 0.01;
float t0 = threshold - 0.15;
float t1 = threshold + 0.15;
vec2 texelSize = 1.0 / u_resolution;
float radius2 = radius * radius;
float sampleScale = clamp(radius * 0.75, 0.35, 1.0);
int samples = int(float(MAX_SAMPLES) * sampleScale);
float noise = hash(gl_FragCoord.xy);
float angleOffset = noise * GOLDEN_ANGLE;
float radiusJitter = 0.85 + noise * 0.3;
float ca = cos(GOLDEN_ANGLE);
float sa = sin(GOLDEN_ANGLE);
vec2 dir = vec2(cos(angleOffset), sin(angleOffset));
vec3 glow = vec3(0.0);
float totalWeight = 0.0;
// Center tap
float centerMask = smoothstep(t0, t1, dot(original.rgb, LUMA));
glow += original.rgb * centerMask * 2.0;
totalWeight += 2.0;
for (int i = 1; i < MAX_SAMPLES; i++) {
if (i >= samples) break;
float fi = float(i);
float dist = sqrt(fi / float(samples)) * radius * radiusJitter;
vec2 offset = dir * dist * texelSize;
vec3 c = texture(u_image0, v_texCoord + offset).rgb;
float mask = smoothstep(t0, t1, dot(c, LUMA));
float w = 1.0 - (dist * dist) / (radius2 * 1.5);
w = max(w, 0.0);
w *= w;
glow += c * mask * w;
totalWeight += w;
dir = vec2(
dir.x * ca - dir.y * sa,
dir.x * sa + dir.y * ca
);
}
glow *= intensity / max(totalWeight, 0.001);
if (u_int1 > 0) {
glow *= hexToRgb(u_int1);
}
vec3 result = blend(original.rgb, glow, u_int0);
result += (noise - 0.5) * (1.0 / 255.0);
fragColor = vec4(clamp(result, 0.0, 1.0), original.a);
}