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https://github.com/comfyanonymous/ComfyUI.git
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* Add description field to all blueprint subgraphs Sets the 'description' field on every subgraph blueprint node, which will show on the node preview and tooltip. Covers all 51 blueprint files under blueprints/. * Update blueprint descriptions with researched model info * Refine blueprint descriptions with researched model specs from docs Updates subgraph descriptions across all 51 blueprints with accurate model details drawn from ComfyUI docs, including: - Flux.1 Dev: 12B open-weights, Pro-level quality - Flux.2 Klein 4B: fastest Flux, distilled architecture - Qwen-Image: 20B MMDiT, multilingual text rendering - Z-Image-Turbo: distilled 6B DiT, sub-second inference - LTX-2/2.3: 19B DiT audio-video foundation model - Wan2.2: open-source, 14B/1.3B variants - ACE-Step 1.5: ~1s full-song generation - GPU shader nodes consistently labeled as fragment shaders * Strip marketing fluff and license info from descriptions * Fix Canny to Video (LTX 2.0) description * Remove 'local-' prefix from subgraph names * Preserve UTF-8 encoding in JSON files (ensure_ascii=False) * Apply review suggestions from alexisrolland - Rename 'Image to Model (Hunyuan3d 2.1)' -> 'Image to 3D Model (Hunyuan3d 2.1)' - Rename 'Image Upscale(Z-image-Turbo)' -> 'Image Upscale (Z-image-Turbo)' - Rename 'Video Inpaint(Wan2.1 VACE)' -> 'Video Inpaint (Wan 2.1 VACE)' - Use 'Black Forest Labs' branding in Flux descriptions - Use 'Google's Gemini' with possessive in captioning nodes - Normalize 'Wan 2.2' and 'Wan 2.1' spacing in descriptions * fix: revert Color Adjustment.json to preserve original GLSL shader content Only adds the 'description' field without modifying the shader code (which contained Unicode escape \\u2192 that should be preserved). * Apply CodeRabbit review suggestions - Color Adjustment: include vibrance in description - Image Blur: expand to Gaussian/Box/Radial modes - Flux.2 Klein 4B: narrow to image edit only (no T2I) - NetaYume Lumina: correct model base (Neta Lumina, not Lumina-Next) --------- Co-authored-by: linmoumou <linmoumou@linmoumoudeMac-mini.local> Co-authored-by: Daxiong (Lin) <contact@comfyui-wiki.com>
751 lines
20 KiB
JSON
751 lines
20 KiB
JSON
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"link": null
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},
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{
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"localized_name": "size_mode",
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"name": "size_mode",
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"type": "COMFY_DYNAMICCOMBO_V3",
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"widget": {
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"name": "size_mode"
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},
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"link": null
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}
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],
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"outputs": [
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{
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"localized_name": "IMAGE0",
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"name": "IMAGE0",
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"type": "IMAGE",
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"links": [
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8
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]
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},
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{
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"localized_name": "IMAGE1",
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"name": "IMAGE1",
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"type": "IMAGE",
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"links": null
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},
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{
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"localized_name": "IMAGE2",
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"name": "IMAGE2",
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"type": "IMAGE",
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"links": null
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},
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{
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"localized_name": "IMAGE3",
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"name": "IMAGE3",
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"type": "IMAGE",
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"links": null
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}
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],
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"properties": {
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"Node name for S&R": "GLSLShader"
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},
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"widgets_values": [
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"#version 300 es\nprecision highp float;\n\n// Levels Adjustment\n// u_int0: channel (0=RGB, 1=R, 2=G, 3=B) default: 0\n// u_float0: input black (0-255) default: 0\n// u_float1: input white (0-255) default: 255\n// u_float2: gamma (0.01-9.99) default: 1.0\n// u_float3: output black (0-255) default: 0\n// u_float4: output white (0-255) default: 255\n\nuniform sampler2D u_image0;\nuniform int u_int0;\nuniform float u_float0;\nuniform float u_float1;\nuniform float u_float2;\nuniform float u_float3;\nuniform float u_float4;\n\nin vec2 v_texCoord;\nout vec4 fragColor;\n\nvec3 applyLevels(vec3 color, float inBlack, float inWhite, float gamma, float outBlack, float outWhite) {\n float inRange = max(inWhite - inBlack, 0.0001);\n vec3 result = clamp((color - inBlack) / inRange, 0.0, 1.0);\n result = pow(result, vec3(1.0 / gamma));\n result = mix(vec3(outBlack), vec3(outWhite), result);\n return result;\n}\n\nfloat applySingleChannel(float value, float inBlack, float inWhite, float gamma, float outBlack, float outWhite) {\n float inRange = max(inWhite - inBlack, 0.0001);\n float result = clamp((value - inBlack) / inRange, 0.0, 1.0);\n result = pow(result, 1.0 / gamma);\n result = mix(outBlack, outWhite, result);\n return result;\n}\n\nvoid main() {\n vec4 texColor = texture(u_image0, v_texCoord);\n vec3 color = texColor.rgb;\n \n float inBlack = u_float0 / 255.0;\n float inWhite = u_float1 / 255.0;\n float gamma = u_float2;\n float outBlack = u_float3 / 255.0;\n float outWhite = u_float4 / 255.0;\n \n vec3 result;\n \n if (u_int0 == 0) {\n result = applyLevels(color, inBlack, inWhite, gamma, outBlack, outWhite);\n }\n else if (u_int0 == 1) {\n result = color;\n result.r = applySingleChannel(color.r, inBlack, inWhite, gamma, outBlack, outWhite);\n }\n else if (u_int0 == 2) {\n result = color;\n result.g = applySingleChannel(color.g, inBlack, inWhite, gamma, outBlack, outWhite);\n }\n else if (u_int0 == 3) {\n result = color;\n result.b = applySingleChannel(color.b, inBlack, inWhite, gamma, outBlack, outWhite);\n }\n else {\n result = color;\n }\n \n fragColor = vec4(result, texColor.a);\n}",
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"from_input"
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]
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}
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],
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"groups": [],
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{
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"id": 5,
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"type": "FLOAT"
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"type": "FLOAT"
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{
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"id": 7,
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"type": "FLOAT"
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},
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{
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"id": 3,
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"origin_id": 5,
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"origin_slot": 1,
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"target_id": 1,
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"target_slot": 7,
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"type": "INT"
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},
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{
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"id": 1,
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"origin_id": -10,
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"origin_slot": 0,
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"target_id": 1,
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"target_slot": 0,
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"type": "IMAGE"
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},
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{
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"id": 8,
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"origin_id": 1,
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"target_id": -20,
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"target_slot": 0,
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"type": "IMAGE"
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}
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],
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"extra": {
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"workflowRendererVersion": "LG"
|
|
},
|
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"category": "Image Tools/Color adjust",
|
|
"description": "Adjusts black point, white point, and gamma for tonal range control via GPU shader."
|
|
}
|
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]
|
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},
|
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"extra": {}
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} |