ComfyUI/blueprints/.glsl/Image_Levels_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

71 lines
2.3 KiB
GLSL

#version 300 es
precision highp float;
// Levels Adjustment
// u_int0: channel (0=RGB, 1=R, 2=G, 3=B) default: 0
// u_float0: input black (0-255) default: 0
// u_float1: input white (0-255) default: 255
// u_float2: gamma (0.01-9.99) default: 1.0
// u_float3: output black (0-255) default: 0
// u_float4: output white (0-255) default: 255
uniform sampler2D u_image0;
uniform int u_int0;
uniform float u_float0;
uniform float u_float1;
uniform float u_float2;
uniform float u_float3;
uniform float u_float4;
in vec2 v_texCoord;
out vec4 fragColor;
vec3 applyLevels(vec3 color, float inBlack, float inWhite, float gamma, float outBlack, float outWhite) {
float inRange = max(inWhite - inBlack, 0.0001);
vec3 result = clamp((color - inBlack) / inRange, 0.0, 1.0);
result = pow(result, vec3(1.0 / gamma));
result = mix(vec3(outBlack), vec3(outWhite), result);
return result;
}
float applySingleChannel(float value, float inBlack, float inWhite, float gamma, float outBlack, float outWhite) {
float inRange = max(inWhite - inBlack, 0.0001);
float result = clamp((value - inBlack) / inRange, 0.0, 1.0);
result = pow(result, 1.0 / gamma);
result = mix(outBlack, outWhite, result);
return result;
}
void main() {
vec4 texColor = texture(u_image0, v_texCoord);
vec3 color = texColor.rgb;
float inBlack = u_float0 / 255.0;
float inWhite = u_float1 / 255.0;
float gamma = u_float2;
float outBlack = u_float3 / 255.0;
float outWhite = u_float4 / 255.0;
vec3 result;
if (u_int0 == 0) {
result = applyLevels(color, inBlack, inWhite, gamma, outBlack, outWhite);
}
else if (u_int0 == 1) {
result = color;
result.r = applySingleChannel(color.r, inBlack, inWhite, gamma, outBlack, outWhite);
}
else if (u_int0 == 2) {
result = color;
result.g = applySingleChannel(color.g, inBlack, inWhite, gamma, outBlack, outWhite);
}
else if (u_int0 == 3) {
result = color;
result.b = applySingleChannel(color.b, inBlack, inWhite, gamma, outBlack, outWhite);
}
else {
result = color;
}
fragColor = vec4(result, texColor.a);
}