ComfyUI/blueprints/.glsl/Image_Blur_1.frag
2026-01-31 16:30:00 -08:00

112 lines
2.9 KiB
GLSL

#version 300 es
#pragma passes 2
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
uniform int u_pass; // Pass index (0 = horizontal, 1 = vertical)
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 - single pass, doesn't use separable
if (u_int0 == BLUR_RADIAL) {
// Only execute on first pass
if (u_pass > 0) {
fragColor0 = texture(u_image0, v_texCoord);
return;
}
vec2 center = vec2(0.5);
vec2 dir = v_texCoord - center;
float dist = length(dir);
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;
float cosStep = cos(angleStep);
float sinStep = sin(angleStep);
float negAngle = -float(RADIAL_SAMPLES) * angleStep;
vec2 rotDir = vec2(
dir.x * cos(negAngle) - dir.y * sin(negAngle),
dir.x * sin(negAngle) + dir.y * cos(negAngle)
);
for (int i = -RADIAL_SAMPLES; i <= RADIAL_SAMPLES; i++) {
vec2 uv = center + rotDir * dist;
float w = 1.0 - abs(float(i)) / float(RADIAL_SAMPLES);
sum += texture(u_image0, uv) * w;
totalWeight += w;
rotDir = vec2(
rotDir.x * cosStep - rotDir.y * sinStep,
rotDir.x * sinStep + rotDir.y * cosStep
);
}
fragColor0 = sum / max(totalWeight, 0.001);
return;
}
// Separable Gaussian / Box blur
int samples = int(ceil(radius));
if (samples == 0) {
fragColor0 = texture(u_image0, v_texCoord);
return;
}
// Direction: pass 0 = horizontal, pass 1 = vertical
vec2 dir = (u_pass == 0) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
vec4 color = vec4(0.0);
float totalWeight = 0.0;
float sigma = radius / 2.0;
for (int i = -samples; i <= samples; i++) {
vec2 offset = dir * float(i) * texelSize;
vec4 sample_color = texture(u_image0, v_texCoord + offset);
float weight;
if (u_int0 == BLUR_GAUSSIAN) {
weight = gaussian(float(i), sigma);
} else {
// BLUR_BOX
weight = 1.0;
}
color += sample_color * weight;
totalWeight += weight;
}
fragColor0 = color / totalWeight;
}