ComfyUI/blueprints/.glsl
2026-04-09 22:33:56 -04:00
..
Brightness_and_Contrast_1.frag Add GLSL shader node using PyOpenGL (#12148) 2026-02-19 23:22:13 -05:00
Chromatic_Aberration_16.frag Add GLSL shader node using PyOpenGL (#12148) 2026-02-19 23:22:13 -05:00
Color_Adjustment_15.frag Add GLSL shader node using PyOpenGL (#12148) 2026-02-19 23:22:13 -05:00
Color_Balance_15.frag feat: add curve inputs and raise uniform limit for GLSL shader node (#13158) 2026-03-26 21:45:05 -04:00
Color_Curves_8.frag fix: avoid nested sampler function calls in Color Curves shader (#13209) 2026-03-28 13:13:05 -04:00
Edge-Preserving_Blur_128.frag Add GLSL shader node using PyOpenGL (#12148) 2026-02-19 23:22:13 -05:00
Film_Grain_15.frag Add GLSL shader node using PyOpenGL (#12148) 2026-02-19 23:22:13 -05:00
Glow_30.frag Add GLSL shader node using PyOpenGL (#12148) 2026-02-19 23:22:13 -05:00
Hue_and_Saturation_1.frag Add GLSL shader node using PyOpenGL (#12148) 2026-02-19 23:22:13 -05:00
Image_Blur_1.frag fix: use textureSize instead of u_resolution for texel size in blur/sharpen shaders 2026-04-09 22:33:56 -04:00
Image_Channels_23.frag Add GLSL shader node using PyOpenGL (#12148) 2026-02-19 23:22:13 -05:00
Image_Levels_1.frag Add GLSL shader node using PyOpenGL (#12148) 2026-02-19 23:22:13 -05:00
README.md Add GLSL shader node using PyOpenGL (#12148) 2026-02-19 23:22:13 -05:00
Sharpen_23.frag fix: use textureSize instead of u_resolution for texel size in blur/sharpen shaders 2026-04-09 22:33:56 -04:00
Unsharp_Mask_26.frag fix: use textureSize instead of u_resolution for texel size in blur/sharpen shaders 2026-04-09 22:33:56 -04:00
update_blueprints.py Add GLSL shader node using PyOpenGL (#12148) 2026-02-19 23:22:13 -05:00

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

# 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