ComfyUI/blueprints/.glsl/Brightness_and_Contrast_1.frag
pythongosssss 96d6bd1a4a
Add GLSL shader node using PyOpenGL (#12148)
* 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>
2026-02-19 23:22:13 -05:00

45 lines
981 B
GLSL

#version 300 es
precision highp float;
uniform sampler2D u_image0;
uniform float u_float0; // Brightness slider -100..100
uniform float u_float1; // Contrast slider -100..100
in vec2 v_texCoord;
out vec4 fragColor;
const float MID_GRAY = 0.18; // 18% reflectance
// sRGB gamma 2.2 approximation
vec3 srgbToLinear(vec3 c) {
return pow(max(c, 0.0), vec3(2.2));
}
vec3 linearToSrgb(vec3 c) {
return pow(max(c, 0.0), vec3(1.0/2.2));
}
float mapBrightness(float b) {
return clamp(b / 100.0, -1.0, 1.0);
}
float mapContrast(float c) {
return clamp(c / 100.0 + 1.0, 0.0, 2.0);
}
void main() {
vec4 orig = texture(u_image0, v_texCoord);
float brightness = mapBrightness(u_float0);
float contrast = mapContrast(u_float1);
vec3 lin = srgbToLinear(orig.rgb);
lin = (lin - MID_GRAY) * contrast + brightness + MID_GRAY;
// Convert back to sRGB
vec3 result = linearToSrgb(clamp(lin, 0.0, 1.0));
fragColor = vec4(result, orig.a);
}