From 259b30b714d175fc05af34f9c63df7b2f85650b8 Mon Sep 17 00:00:00 2001
From: tamat
uvcode must be vec2, is optional
\t\t\tuv: tex. coords
color: texture
colorB: textureB
time: scene time
value: input value
";this.properties={value:1,uvcode:"",pixelcode:"color + colorB * value", +precision:f.DEFAULT}};n.widgets_info={uvcode:{widget:"textarea",height:100},pixelcode:{widget:"textarea",height:100},precision:{widget:"combo",values:f.MODE_VALUES}};n.title="Operation";n.desc="Texture shader operation";n.prototype.getExtraMenuOptions=function(a){var b=this;return[{content:b.properties.show?"Hide Texture":"Show Texture",callback:function(){b.properties.show=!b.properties.show}}]};n.prototype.onDrawBackground=function(a){this.flags.collapsed||20>=this.size[1]||!this.properties.show|| +!this._tex||this._tex.gl!=a||(a.save(),a.drawImage(this._tex,0,0,this.size[0],this.size[1]),a.restore())};n.prototype.onExecute=function(){var a=this.getInputData(0);if(this.isOutputConnected(0))if(this.properties.precision===f.PASS_THROUGH)this.setOutputData(0,a);else{var b=this.getInputData(1);if(this.properties.uvcode||this.properties.pixelcode){var c=512,d=512;a?(c=a.width,d=a.height):b&&(c=b.width,d=b.height);var e=f.getTextureType(this.properties.precision,a);this._tex=a||this._tex?f.getTargetTexture(a|| +this._tex,this._tex,this.properties.precision):new GL.Texture(c,d,{type:e,format:gl.RGBA,filter:gl.LINEAR});e="";this.properties.uvcode&&(e="uv = "+this.properties.uvcode,-1!=this.properties.uvcode.indexOf(";")&&(e=this.properties.uvcode));var k="";this.properties.pixelcode&&(k="result = "+this.properties.pixelcode,-1!=this.properties.pixelcode.indexOf(";")&&(k=this.properties.pixelcode));var g=this._shader;if(!g||this._shader_code!=e+"|"+k){try{this._shader=new GL.Shader(Shader.SCREEN_VERTEX_SHADER, +n.pixel_shader,{UV_CODE:e,PIXEL_CODE:k}),this.boxcolor="#00FF00"}catch(h){console.log("Error compiling shader: ",h);this.boxcolor="#FF0000";return}this.boxcolor="#FF0000";this._shader_code=e+"|"+k;g=this._shader}if(g){this.boxcolor="green";var l=this.getInputData(2);null!=l?this.properties.value=l:l=parseFloat(this.properties.value);var m=this.graph.getTime();this._tex.drawTo(function(){gl.disable(gl.DEPTH_TEST);gl.disable(gl.CULL_FACE);gl.disable(gl.BLEND);a&&a.bind(0);b&&b.bind(1);var e=Mesh.getScreenQuad(); +g.uniforms({u_texture:0,u_textureB:1,value:l,texSize:[c,d],time:m}).draw(e)});this.setOutputData(0,this._tex)}else this.boxcolor="red"}}};n.pixel_shader="precision highp float;\n\t\t\t\n\t\t\tuniform sampler2D u_texture;\n\t\t\tuniform sampler2D u_textureB;\n\t\t\tvarying vec2 v_coord;\n\t\t\tuniform vec2 texSize;\n\t\t\tuniform float time;\n\t\t\tuniform float value;\n\t\t\t\n\t\t\tvoid main() {\n\t\t\t\tvec2 uv = v_coord;\n\t\t\t\tUV_CODE;\n\t\t\t\tvec4 color4 = texture2D(u_texture, uv);\n\t\t\t\tvec3 color = color4.rgb;\n\t\t\t\tvec4 color4B = texture2D(u_textureB, uv);\n\t\t\t\tvec3 colorB = color4B.rgb;\n\t\t\t\tvec3 result = color;\n\t\t\t\tfloat alpha = 1.0;\n\t\t\t\tPIXEL_CODE;\n\t\t\t\tgl_FragColor = vec4(result, alpha);\n\t\t\t}\n\t\t\t"; +h.registerNodeType("texture/operation",n);var s=function(){this.addOutput("out","Texture");this.properties={code:"",width:512,height:512,precision:f.DEFAULT};this.properties.code="\nvoid main() {\n vec2 uv = v_coord;\n vec3 color = vec3(0.0);\n//your code here\n\ngl_FragColor = vec4(color, 1.0);\n}\n";this._uniforms={in_texture:0,texSize:vec2.create(),time:0}};s.title="Shader";s.desc="Texture shader";s.widgets_info={code:{type:"code"},precision:{widget:"combo",values:f.MODE_VALUES}};s.prototype.onPropertyChanged= +function(a,b){if("code"==a){var c=this.getShader();if(c){var d=c.uniformInfo;if(this.inputs)for(var e={},f=0;f>=1;1<(c|0)&&(c>>=1);if(2>b)break;l=g[r]=GL.Texture.getTemporary(b,c,d);n[0]=1/m.width;n[1]=1/m.height;m.blit(l,h.uniforms(k));m=l}this.isOutputConnected(2)&&(b=this._average_texture,b&&b.type==a.type&&b.format==a.format||(b=this._average_texture=new GL.Texture(1,1,{type:a.type,format:a.format,filter:gl.LINEAR})),n[0]=1/m.width,n[1]=1/m.height,k.u_intensity= +s,k.u_delta=1,m.blit(b,h.uniforms(k)),this.setOutputData(2,b));gl.enable(gl.BLEND);gl.blendFunc(gl.ONE,gl.ONE);k.u_intensity=this.getInputOrProperty("persistence");k.u_delta=0.5;for(r-=2;0<=r;r--)l=g[r],g[r]=null,n[0]=1/m.width,n[1]=1/m.height,m.blit(l,h.uniforms(k)),GL.Texture.releaseTemporary(m),m=l;gl.disable(gl.BLEND);this.isOutputConnected(1)&&(g=this._glow_texture,g&&g.width==a.width&&g.height==a.height&&g.type==e&&g.format==a.format||(g=this._glow_texture=new GL.Texture(a.width,a.height,{type:e, +format:a.format,filter:gl.LINEAR})),m.blit(g),this.setOutputData(1,g));if(this.isOutputConnected(0)){g=this._final_texture;g&&g.width==a.width&&g.height==a.height&&g.type==e&&g.format==a.format||(g=this._final_texture=new GL.Texture(a.width,a.height,{type:e,format:a.format,filter:gl.LINEAR}));var p=this.getInputData(1),v=this.getInputOrProperty("dirt_factor");k.u_intensity=s;h=p?y._dirt_final_shader:y._final_shader;h||(h=p?y._dirt_final_shader=new GL.Shader(GL.Shader.SCREEN_VERTEX_SHADER,y.final_pixel_shader, +{USE_DIRT:""}):y._final_shader=new GL.Shader(GL.Shader.SCREEN_VERTEX_SHADER,y.final_pixel_shader));g.drawTo(function(){a.bind(0);m.bind(1);p&&(h.setUniform("u_dirt_factor",v),h.setUniform("u_dirt_texture",p.bind(2)));h.toViewport(k)});this.setOutputData(0,g)}GL.Texture.releaseTemporary(m)}};y.cut_pixel_shader="precision highp float;\n\t\tvarying vec2 v_coord;\n\t\tuniform sampler2D u_texture;\n\t\tuniform float u_threshold;\n\t\tvoid main() {\n\t\t\tgl_FragColor = max( texture2D( u_texture, v_coord ) - vec4( u_threshold ), vec4(0.0) );\n\t\t}"; y.scale_pixel_shader="precision highp float;\n\t\tvarying vec2 v_coord;\n\t\tuniform sampler2D u_texture;\n\t\tuniform vec2 u_texel_size;\n\t\tuniform float u_delta;\n\t\tuniform float u_intensity;\n\t\t\n\t\tvec4 sampleBox(vec2 uv) {\n\t\t\tvec4 o = u_texel_size.xyxy * vec2(-u_delta, u_delta).xxyy;\n\t\t\tvec4 s = texture2D( u_texture, uv + o.xy ) + texture2D( u_texture, uv + o.zy) + texture2D( u_texture, uv + o.xw) + texture2D( u_texture, uv + o.zw);\n\t\t\treturn s * 0.25;\n\t\t}\n\t\tvoid main() {\n\t\t\tgl_FragColor = u_intensity * sampleBox( v_coord );\n\t\t}"; y.final_pixel_shader="precision highp float;\n\t\tvarying vec2 v_coord;\n\t\tuniform sampler2D u_texture;\n\t\tuniform sampler2D u_glow_texture;\n\t\t#ifdef USE_DIRT\n\t\t\tuniform sampler2D u_dirt_texture;\n\t\t#endif\n\t\tuniform vec2 u_texel_size;\n\t\tuniform float u_delta;\n\t\tuniform float u_intensity;\n\t\tuniform float u_dirt_factor;\n\t\t\n\t\tvec4 sampleBox(vec2 uv) {\n\t\t\tvec4 o = u_texel_size.xyxy * vec2(-u_delta, u_delta).xxyy;\n\t\t\tvec4 s = texture2D( u_glow_texture, uv + o.xy ) + texture2D( u_glow_texture, uv + o.zy) + texture2D( u_glow_texture, uv + o.xw) + texture2D( u_glow_texture, uv + o.zw);\n\t\t\treturn s * 0.25;\n\t\t}\n\t\tvoid main() {\n\t\t\tvec4 glow = sampleBox( v_coord );\n\t\t\t#ifdef USE_DIRT\n\t\t\t\tglow = mix( glow, glow * texture2D( u_dirt_texture, v_coord ), u_dirt_factor );\n\t\t\t#endif\n\t\t\tgl_FragColor = texture2D( u_texture, v_coord ) + u_intensity * glow;\n\t\t}"; -h.registerNodeType("texture/glow",y);var n=function(){this.addInput("Texture","Texture");this.addOutput("Filtered","Texture");this.properties={intensity:1,radius:5}};n.title="Kuwahara Filter";n.desc="Filters a texture giving an artistic oil canvas painting";n.max_radius=10;n._shaders=[];n.prototype.onExecute=function(){var a=this.getInputData(0);if(a&&this.isOutputConnected(0)){var b=this._temp_texture;b&&b.width==a.width&&b.height==a.height&&b.type==a.type||(this._temp_texture=new GL.Texture(a.width, -a.height,{type:a.type,format:gl.RGBA,filter:gl.LINEAR}));b=this.properties.radius;b=Math.min(Math.floor(b),n.max_radius);if(0==b)this.setOutputData(0,a);else{var c=this.properties.intensity,d=h.camera_aspect;d||void 0===window.gl||(d=gl.canvas.height/gl.canvas.width);d||(d=1);d=this.properties.preserve_aspect?d:1;n._shaders[b]||(n._shaders[b]=new GL.Shader(Shader.SCREEN_VERTEX_SHADER,n.pixel_shader,{RADIUS:b.toFixed(0)}));var e=n._shaders[b],l=GL.Mesh.getScreenQuad();a.bind(0);this._temp_texture.drawTo(function(){e.uniforms({u_texture:0, -u_intensity:c,u_resolution:[a.width,a.height],u_iResolution:[1/a.width,1/a.height]}).draw(l)});this.setOutputData(0,this._temp_texture)}}};n.pixel_shader="\n\tprecision highp float;\n\tvarying vec2 v_coord;\n\tuniform sampler2D u_texture;\n\tuniform float u_intensity;\n\tuniform vec2 u_resolution;\n\tuniform vec2 u_iResolution;\n\t#ifndef RADIUS\n\t\t#define RADIUS 7\n\t#endif\n\tvoid main() {\n\t\n\t\tconst int radius = RADIUS;\n\t\tvec2 fragCoord = v_coord;\n\t\tvec2 src_size = u_iResolution;\n\t\tvec2 uv = v_coord;\n\t\tfloat n = float((radius + 1) * (radius + 1));\n\t\tint i;\n\t\tint j;\n\t\tvec3 m0 = vec3(0.0); vec3 m1 = vec3(0.0); vec3 m2 = vec3(0.0); vec3 m3 = vec3(0.0);\n\t\tvec3 s0 = vec3(0.0); vec3 s1 = vec3(0.0); vec3 s2 = vec3(0.0); vec3 s3 = vec3(0.0);\n\t\tvec3 c;\n\t\t\n\t\tfor (int j = -radius; j <= 0; ++j) {\n\t\t\tfor (int i = -radius; i <= 0; ++i) {\n\t\t\t\tc = texture2D(u_texture, uv + vec2(i,j) * src_size).rgb;\n\t\t\t\tm0 += c;\n\t\t\t\ts0 += c * c;\n\t\t\t}\n\t\t}\n\t\t\n\t\tfor (int j = -radius; j <= 0; ++j) {\n\t\t\tfor (int i = 0; i <= radius; ++i) {\n\t\t\t\tc = texture2D(u_texture, uv + vec2(i,j) * src_size).rgb;\n\t\t\t\tm1 += c;\n\t\t\t\ts1 += c * c;\n\t\t\t}\n\t\t}\n\t\t\n\t\tfor (int j = 0; j <= radius; ++j) {\n\t\t\tfor (int i = 0; i <= radius; ++i) {\n\t\t\t\tc = texture2D(u_texture, uv + vec2(i,j) * src_size).rgb;\n\t\t\t\tm2 += c;\n\t\t\t\ts2 += c * c;\n\t\t\t}\n\t\t}\n\t\t\n\t\tfor (int j = 0; j <= radius; ++j) {\n\t\t\tfor (int i = -radius; i <= 0; ++i) {\n\t\t\t\tc = texture2D(u_texture, uv + vec2(i,j) * src_size).rgb;\n\t\t\t\tm3 += c;\n\t\t\t\ts3 += c * c;\n\t\t\t}\n\t\t}\n\t\t\n\t\tfloat min_sigma2 = 1e+2;\n\t\tm0 /= n;\n\t\ts0 = abs(s0 / n - m0 * m0);\n\t\t\n\t\tfloat sigma2 = s0.r + s0.g + s0.b;\n\t\tif (sigma2 < min_sigma2) {\n\t\t\tmin_sigma2 = sigma2;\n\t\t\tgl_FragColor = vec4(m0, 1.0);\n\t\t}\n\t\t\n\t\tm1 /= n;\n\t\ts1 = abs(s1 / n - m1 * m1);\n\t\t\n\t\tsigma2 = s1.r + s1.g + s1.b;\n\t\tif (sigma2 < min_sigma2) {\n\t\t\tmin_sigma2 = sigma2;\n\t\t\tgl_FragColor = vec4(m1, 1.0);\n\t\t}\n\t\t\n\t\tm2 /= n;\n\t\ts2 = abs(s2 / n - m2 * m2);\n\t\t\n\t\tsigma2 = s2.r + s2.g + s2.b;\n\t\tif (sigma2 < min_sigma2) {\n\t\t\tmin_sigma2 = sigma2;\n\t\t\tgl_FragColor = vec4(m2, 1.0);\n\t\t}\n\t\t\n\t\tm3 /= n;\n\t\ts3 = abs(s3 / n - m3 * m3);\n\t\t\n\t\tsigma2 = s3.r + s3.g + s3.b;\n\t\tif (sigma2 < min_sigma2) {\n\t\t\tmin_sigma2 = sigma2;\n\t\t\tgl_FragColor = vec4(m3, 1.0);\n\t\t}\n\t}\n\t"; -h.registerNodeType("texture/kuwahara",n);d=function(){this.addOutput("Webcam","Texture");this.properties={texture_name:""}};d.title="Webcam";d.desc="Webcam texture";d.prototype.openStream=function(){function a(c){console.log("Webcam rejected",c);b._webcam_stream=!1;b.box_color="red"}navigator.getUserMedia=navigator.getUserMedia||navigator.webkitGetUserMedia||navigator.mozGetUserMedia||navigator.msGetUserMedia;window.URL=window.URL||window.webkitURL;if(navigator.getUserMedia){this._waiting_confirmation= +h.registerNodeType("texture/glow",y);var r=function(){this.addInput("Texture","Texture");this.addOutput("Filtered","Texture");this.properties={intensity:1,radius:5}};r.title="Kuwahara Filter";r.desc="Filters a texture giving an artistic oil canvas painting";r.max_radius=10;r._shaders=[];r.prototype.onExecute=function(){var a=this.getInputData(0);if(a&&this.isOutputConnected(0)){var b=this._temp_texture;b&&b.width==a.width&&b.height==a.height&&b.type==a.type||(this._temp_texture=new GL.Texture(a.width, +a.height,{type:a.type,format:gl.RGBA,filter:gl.LINEAR}));b=this.properties.radius;b=Math.min(Math.floor(b),r.max_radius);if(0==b)this.setOutputData(0,a);else{var c=this.properties.intensity,d=h.camera_aspect;d||void 0===window.gl||(d=gl.canvas.height/gl.canvas.width);d||(d=1);d=this.properties.preserve_aspect?d:1;r._shaders[b]||(r._shaders[b]=new GL.Shader(Shader.SCREEN_VERTEX_SHADER,r.pixel_shader,{RADIUS:b.toFixed(0)}));var e=r._shaders[b],k=GL.Mesh.getScreenQuad();a.bind(0);this._temp_texture.drawTo(function(){e.uniforms({u_texture:0, +u_intensity:c,u_resolution:[a.width,a.height],u_iResolution:[1/a.width,1/a.height]}).draw(k)});this.setOutputData(0,this._temp_texture)}}};r.pixel_shader="\n\tprecision highp float;\n\tvarying vec2 v_coord;\n\tuniform sampler2D u_texture;\n\tuniform float u_intensity;\n\tuniform vec2 u_resolution;\n\tuniform vec2 u_iResolution;\n\t#ifndef RADIUS\n\t\t#define RADIUS 7\n\t#endif\n\tvoid main() {\n\t\n\t\tconst int radius = RADIUS;\n\t\tvec2 fragCoord = v_coord;\n\t\tvec2 src_size = u_iResolution;\n\t\tvec2 uv = v_coord;\n\t\tfloat n = float((radius + 1) * (radius + 1));\n\t\tint i;\n\t\tint j;\n\t\tvec3 m0 = vec3(0.0); vec3 m1 = vec3(0.0); vec3 m2 = vec3(0.0); vec3 m3 = vec3(0.0);\n\t\tvec3 s0 = vec3(0.0); vec3 s1 = vec3(0.0); vec3 s2 = vec3(0.0); vec3 s3 = vec3(0.0);\n\t\tvec3 c;\n\t\t\n\t\tfor (int j = -radius; j <= 0; ++j) {\n\t\t\tfor (int i = -radius; i <= 0; ++i) {\n\t\t\t\tc = texture2D(u_texture, uv + vec2(i,j) * src_size).rgb;\n\t\t\t\tm0 += c;\n\t\t\t\ts0 += c * c;\n\t\t\t}\n\t\t}\n\t\t\n\t\tfor (int j = -radius; j <= 0; ++j) {\n\t\t\tfor (int i = 0; i <= radius; ++i) {\n\t\t\t\tc = texture2D(u_texture, uv + vec2(i,j) * src_size).rgb;\n\t\t\t\tm1 += c;\n\t\t\t\ts1 += c * c;\n\t\t\t}\n\t\t}\n\t\t\n\t\tfor (int j = 0; j <= radius; ++j) {\n\t\t\tfor (int i = 0; i <= radius; ++i) {\n\t\t\t\tc = texture2D(u_texture, uv + vec2(i,j) * src_size).rgb;\n\t\t\t\tm2 += c;\n\t\t\t\ts2 += c * c;\n\t\t\t}\n\t\t}\n\t\t\n\t\tfor (int j = 0; j <= radius; ++j) {\n\t\t\tfor (int i = -radius; i <= 0; ++i) {\n\t\t\t\tc = texture2D(u_texture, uv + vec2(i,j) * src_size).rgb;\n\t\t\t\tm3 += c;\n\t\t\t\ts3 += c * c;\n\t\t\t}\n\t\t}\n\t\t\n\t\tfloat min_sigma2 = 1e+2;\n\t\tm0 /= n;\n\t\ts0 = abs(s0 / n - m0 * m0);\n\t\t\n\t\tfloat sigma2 = s0.r + s0.g + s0.b;\n\t\tif (sigma2 < min_sigma2) {\n\t\t\tmin_sigma2 = sigma2;\n\t\t\tgl_FragColor = vec4(m0, 1.0);\n\t\t}\n\t\t\n\t\tm1 /= n;\n\t\ts1 = abs(s1 / n - m1 * m1);\n\t\t\n\t\tsigma2 = s1.r + s1.g + s1.b;\n\t\tif (sigma2 < min_sigma2) {\n\t\t\tmin_sigma2 = sigma2;\n\t\t\tgl_FragColor = vec4(m1, 1.0);\n\t\t}\n\t\t\n\t\tm2 /= n;\n\t\ts2 = abs(s2 / n - m2 * m2);\n\t\t\n\t\tsigma2 = s2.r + s2.g + s2.b;\n\t\tif (sigma2 < min_sigma2) {\n\t\t\tmin_sigma2 = sigma2;\n\t\t\tgl_FragColor = vec4(m2, 1.0);\n\t\t}\n\t\t\n\t\tm3 /= n;\n\t\ts3 = abs(s3 / n - m3 * m3);\n\t\t\n\t\tsigma2 = s3.r + s3.g + s3.b;\n\t\tif (sigma2 < min_sigma2) {\n\t\t\tmin_sigma2 = sigma2;\n\t\t\tgl_FragColor = vec4(m3, 1.0);\n\t\t}\n\t}\n\t"; +h.registerNodeType("texture/kuwahara",r);d=function(){this.addOutput("Webcam","Texture");this.properties={texture_name:""}};d.title="Webcam";d.desc="Webcam texture";d.prototype.openStream=function(){function a(c){console.log("Webcam rejected",c);b._webcam_stream=!1;b.box_color="red"}navigator.getUserMedia=navigator.getUserMedia||navigator.webkitGetUserMedia||navigator.mozGetUserMedia||navigator.msGetUserMedia;window.URL=window.URL||window.webkitURL;if(navigator.getUserMedia){this._waiting_confirmation= !0;var b=this;navigator.getUserMedia({video:!0},this.streamReady.bind(this),a)}};d.prototype.streamReady=function(a){this._webcam_stream=a;var b=this._video;b||(b=document.createElement("video"),b.autoplay=!0,b.src=window.URL.createObjectURL(a),this._video=b,b.onloadedmetadata=function(a){console.log(a)})};d.prototype.onRemoved=function(){if(this._webcam_stream){var a=this._webcam_stream.getVideoTracks();a.length&&(a=a[0],a.stop&&a.stop());this._video=this._webcam_stream=null}};d.prototype.onDrawBackground= function(a){this.flags.collapsed||20>=this.size[1]||!this._video||(a.save(),a.webgl?this._temp_texture&&a.drawImage(this._temp_texture,0,0,this.size[0],this.size[1]):(a.translate(0,this.size[1]),a.scale(1,-1),a.drawImage(this._video,0,0,this.size[0],this.size[1])),a.restore())};d.prototype.onExecute=function(){null!=this._webcam_stream||this._waiting_confirmation||this.openStream();if(this._video&&this._video.videoWidth){var a=this._video.videoWidth,b=this._video.videoHeight,c=this._temp_texture; c&&c.width==a&&c.height==b||(this._temp_texture=new GL.Texture(a,b,{format:gl.RGB,filter:gl.LINEAR}));this._temp_texture.uploadImage(this._video);this.properties.texture_name&&(f.getTexturesContainer()[this.properties.texture_name]=this._temp_texture);this.setOutputData(0,this._temp_texture)}};h.registerNodeType("texture/webcam",d);var A=function(){this.addInput("in","Texture");this.addInput("f","number");this.addOutput("out","Texture");this.properties={enabled:!0,factor:1,precision:f.LOW};this._uniforms= @@ -8639,37 +403,37 @@ a);else{var b=this._temp_texture;b&&b.width==a.width&&b.height==a.height&&b.type e.u_igamma=1/this.properties.gamma;gl.disable(gl.DEPTH_TEST);b.drawTo(function(){a.bind(0);c.uniforms(e).draw(GL.Mesh.getScreenQuad())});this.setOutputData(0,this._temp_texture)}};B.pixel_shader="precision highp float;\n\t\t\tvarying vec2 v_coord;\n\t\t\tuniform sampler2D u_texture;\n\t\t\tuniform float u_scale;\n\t\t\tuniform float u_average_lum;\n\t\t\tuniform float u_lumwhite2;\n\t\t\tuniform float u_igamma;\n\t\t\tvec3 RGB2xyY (vec3 rgb)\n\t\t\t{\n\t\t\t\t const mat3 RGB2XYZ = mat3(0.4124, 0.3576, 0.1805,\n\t\t\t\t\t\t\t\t\t\t 0.2126, 0.7152, 0.0722,\n\t\t\t\t\t\t\t\t\t\t 0.0193, 0.1192, 0.9505);\n\t\t\t\tvec3 XYZ = RGB2XYZ * rgb;\n\t\t\t\t\n\t\t\t\tfloat f = (XYZ.x + XYZ.y + XYZ.z);\n\t\t\t\treturn vec3(XYZ.x / f,\n\t\t\t\t\t\t\tXYZ.y / f,\n\t\t\t\t\t\t\tXYZ.y);\n\t\t\t}\n\t\t\t\n\t\t\tvoid main() {\n\t\t\t\tvec4 color = texture2D( u_texture, v_coord );\n\t\t\t\tvec3 rgb = color.xyz;\n\t\t\t\t//Ld - this part of the code is the same for both versions\n\t\t\t\tfloat lum = dot(rgb, vec3(0.2126, 0.7152, 0.0722));\n\t\t\t\tfloat L = (u_scale / u_average_lum) * lum;\n\t\t\t\tfloat Ld = (L * (1.0 + L / u_lumwhite2)) / (1.0 + L);\n\t\t\t\t//first\n\t\t\t\t//vec3 xyY = RGB2xyY(rgb);\n\t\t\t\t//xyY.z *= Ld;\n\t\t\t\t//rgb = xyYtoRGB(xyY);\n\t\t\t\t//second\n\t\t\t\trgb = (rgb / lum) * Ld;\n\t\t\t\trgb = pow( rgb, vec3( u_igamma ) );\n\t\t\t\tgl_FragColor = vec4( rgb, color.a );\n\t\t\t}"; h.registerNodeType("texture/tonemapping",B);var x=function(){this.addOutput("out","Texture");this.properties={width:512,height:512,seed:0,persistence:0.1,octaves:8,scale:1,offset:[0,0],amplitude:1,precision:f.DEFAULT};this._key=0;this._uniforms={u_persistence:0.1,u_seed:0,u_offset:vec2.create(),u_scale:1,u_viewport:vec2.create()}};x.title="Perlin";x.desc="Generates a perlin noise texture";x.widgets_info={precision:{widget:"combo",values:f.MODE_VALUES},width:{type:"Number",precision:0,step:1},height:{type:"Number", precision:0,step:1},octaves:{type:"Number",precision:0,step:1,min:1,max:50}};x.prototype.onExecute=function(){if(this.isOutputConnected(0)){var a=this.properties.width|0,b=this.properties.height|0;0==a&&(a=gl.viewport_data[2]);0==b&&(b=gl.viewport_data[3]);var c=f.getTextureType(this.properties.precision),d=this._temp_texture;d&&d.width==a&&d.height==b&&d.type==c||(d=this._temp_texture=new GL.Texture(a,b,{type:c,format:gl.RGB,filter:gl.LINEAR}));c=a+b+c+this.properties.persistence+this.properties.octaves+ -this.properties.scale+this.properties.seed+this.properties.offset[0]+this.properties.offset[1]+this.properties.amplitude;if(c!=this._key){this._key=c;var e=this._uniforms;e.u_persistence=this.properties.persistence;e.u_octaves=this.properties.octaves;e.u_offset[0]=this.properties.offset[0];e.u_offset[1]=this.properties.offset[1];e.u_scale=this.properties.scale;e.u_amplitude=this.properties.amplitude;e.u_viewport[0]=a;e.u_viewport[1]=b;e.u_seed=128*this.properties.seed;var l=x._shader;l||(l=x._shader= -new GL.Shader(GL.Shader.SCREEN_VERTEX_SHADER,x.pixel_shader));gl.disable(gl.BLEND);gl.disable(gl.DEPTH_TEST);d.drawTo(function(){l.uniforms(e).draw(GL.Mesh.getScreenQuad())})}this.setOutputData(0,d)}};x.pixel_shader="precision highp float;\n\t\t\tvarying vec2 v_coord;\n\t\t\tuniform vec2 u_offset;\n\t\t\tuniform float u_scale;\n\t\t\tuniform float u_persistence;\n\t\t\tuniform int u_octaves;\n\t\t\tuniform float u_amplitude;\n\t\t\tuniform vec2 u_viewport;\n\t\t\tuniform float u_seed;\n\t\t\t#define M_PI 3.14159265358979323846\n\t\t\t\n\t\t\tfloat rand(vec2 c){\treturn fract(sin(dot(c.xy ,vec2( 12.9898 + u_seed,78.233 + u_seed))) * 43758.5453); }\n\t\t\t\n\t\t\tfloat noise(vec2 p, float freq ){\n\t\t\t\tfloat unit = u_viewport.x/freq;\n\t\t\t\tvec2 ij = floor(p/unit);\n\t\t\t\tvec2 xy = mod(p,unit)/unit;\n\t\t\t\t//xy = 3.*xy*xy-2.*xy*xy*xy;\n\t\t\t\txy = .5*(1.-cos(M_PI*xy));\n\t\t\t\tfloat a = rand((ij+vec2(0.,0.)));\n\t\t\t\tfloat b = rand((ij+vec2(1.,0.)));\n\t\t\t\tfloat c = rand((ij+vec2(0.,1.)));\n\t\t\t\tfloat d = rand((ij+vec2(1.,1.)));\n\t\t\t\tfloat x1 = mix(a, b, xy.x);\n\t\t\t\tfloat x2 = mix(c, d, xy.x);\n\t\t\t\treturn mix(x1, x2, xy.y);\n\t\t\t}\n\t\t\t\n\t\t\tfloat pNoise(vec2 p, int res){\n\t\t\t\tfloat persistance = u_persistence;\n\t\t\t\tfloat n = 0.;\n\t\t\t\tfloat normK = 0.;\n\t\t\t\tfloat f = 4.;\n\t\t\t\tfloat amp = 1.0;\n\t\t\t\tint iCount = 0;\n\t\t\t\tfor (int i = 0; i<50; i++){\n\t\t\t\t\tn+=amp*noise(p, f);\n\t\t\t\t\tf*=2.;\n\t\t\t\t\tnormK+=amp;\n\t\t\t\t\tamp*=persistance;\n\t\t\t\t\tif (iCount >= res)\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tiCount++;\n\t\t\t\t}\n\t\t\t\tfloat nf = n/normK;\n\t\t\t\treturn nf*nf*nf*nf;\n\t\t\t}\n\t\t\tvoid main() {\n\t\t\t\tvec2 uv = v_coord * u_scale * u_viewport + u_offset * u_scale;\n\t\t\t\tvec4 color = vec4( pNoise( uv, u_octaves ) * u_amplitude );\n\t\t\t\tgl_FragColor = color;\n\t\t\t}"; +this.properties.scale+this.properties.seed+this.properties.offset[0]+this.properties.offset[1]+this.properties.amplitude;if(c!=this._key){this._key=c;var e=this._uniforms;e.u_persistence=this.properties.persistence;e.u_octaves=this.properties.octaves;e.u_offset[0]=this.properties.offset[0];e.u_offset[1]=this.properties.offset[1];e.u_scale=this.properties.scale;e.u_amplitude=this.properties.amplitude;e.u_viewport[0]=a;e.u_viewport[1]=b;e.u_seed=128*this.properties.seed;var k=x._shader;k||(k=x._shader= +new GL.Shader(GL.Shader.SCREEN_VERTEX_SHADER,x.pixel_shader));gl.disable(gl.BLEND);gl.disable(gl.DEPTH_TEST);d.drawTo(function(){k.uniforms(e).draw(GL.Mesh.getScreenQuad())})}this.setOutputData(0,d)}};x.pixel_shader="precision highp float;\n\t\t\tvarying vec2 v_coord;\n\t\t\tuniform vec2 u_offset;\n\t\t\tuniform float u_scale;\n\t\t\tuniform float u_persistence;\n\t\t\tuniform int u_octaves;\n\t\t\tuniform float u_amplitude;\n\t\t\tuniform vec2 u_viewport;\n\t\t\tuniform float u_seed;\n\t\t\t#define M_PI 3.14159265358979323846\n\t\t\t\n\t\t\tfloat rand(vec2 c){\treturn fract(sin(dot(c.xy ,vec2( 12.9898 + u_seed,78.233 + u_seed))) * 43758.5453); }\n\t\t\t\n\t\t\tfloat noise(vec2 p, float freq ){\n\t\t\t\tfloat unit = u_viewport.x/freq;\n\t\t\t\tvec2 ij = floor(p/unit);\n\t\t\t\tvec2 xy = mod(p,unit)/unit;\n\t\t\t\t//xy = 3.*xy*xy-2.*xy*xy*xy;\n\t\t\t\txy = .5*(1.-cos(M_PI*xy));\n\t\t\t\tfloat a = rand((ij+vec2(0.,0.)));\n\t\t\t\tfloat b = rand((ij+vec2(1.,0.)));\n\t\t\t\tfloat c = rand((ij+vec2(0.,1.)));\n\t\t\t\tfloat d = rand((ij+vec2(1.,1.)));\n\t\t\t\tfloat x1 = mix(a, b, xy.x);\n\t\t\t\tfloat x2 = mix(c, d, xy.x);\n\t\t\t\treturn mix(x1, x2, xy.y);\n\t\t\t}\n\t\t\t\n\t\t\tfloat pNoise(vec2 p, int res){\n\t\t\t\tfloat persistance = u_persistence;\n\t\t\t\tfloat n = 0.;\n\t\t\t\tfloat normK = 0.;\n\t\t\t\tfloat f = 4.;\n\t\t\t\tfloat amp = 1.0;\n\t\t\t\tint iCount = 0;\n\t\t\t\tfor (int i = 0; i<50; i++){\n\t\t\t\t\tn+=amp*noise(p, f);\n\t\t\t\t\tf*=2.;\n\t\t\t\t\tnormK+=amp;\n\t\t\t\t\tamp*=persistance;\n\t\t\t\t\tif (iCount >= res)\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tiCount++;\n\t\t\t\t}\n\t\t\t\tfloat nf = n/normK;\n\t\t\t\treturn nf*nf*nf*nf;\n\t\t\t}\n\t\t\tvoid main() {\n\t\t\t\tvec2 uv = v_coord * u_scale * u_viewport + u_offset * u_scale;\n\t\t\t\tvec4 color = vec4( pNoise( uv, u_octaves ) * u_amplitude );\n\t\t\t\tgl_FragColor = color;\n\t\t\t}"; h.registerNodeType("texture/perlin",x);d=function(){this.addOutput("out","Texture");this.properties={code:"",width:512,height:512,precision:f.DEFAULT};this._temp_texture=this._func=null};d.title="Canvas2D";d.desc="Executes Canvas2D code inside a texture or the viewport";d.widgets_info={precision:{widget:"combo",values:f.MODE_VALUES},code:{type:"code"},width:{type:"Number",precision:0,step:1},height:{type:"Number",precision:0,step:1}};d.prototype.onPropertyChanged=function(a,b){if("code"==a&&h.allow_scripts){this._func= null;try{this._func=new Function("canvas","ctx","time","script",b),this.boxcolor="#00FF00"}catch(c){this.boxcolor="#FF0000",console.error("Error parsing script"),console.error(c)}}};d.prototype.onExecute=function(){var a=this._func;if(a&&this.isOutputConnected(0))if(u.enableWebGLCanvas){var b=this.properties.width||gl.canvas.width,c=this.properties.height||gl.canvas.height,d=this._temp_texture;d&&d.width==b&&d.height==c||(d=this._temp_texture=new GL.Texture(b,c,{format:gl.RGBA,filter:gl.LINEAR})); -var e=this,l=this.graph.getTime();d.drawTo(function(){gl.start2D();try{a.draw?a.draw.call(e,gl.canvas,gl,l,a):a.call(e,gl.canvas,gl,l,a),e.boxcolor="#00FF00"}catch(b){e.boxcolor="#FF0000",console.error("Error executing script"),console.error(b)}gl.finish2D()});this.setOutputData(0,d)}else console.warn("cannot use LGraphTextureCanvas2D if Canvas2DtoWebGL is not included")};h.registerNodeType("texture/canvas2D",d);var z=function(){this.addInput("in","Texture");this.addOutput("out","Texture");this.properties= +var e=this,k=this.graph.getTime();d.drawTo(function(){gl.start2D();try{a.draw?a.draw.call(e,gl.canvas,gl,k,a):a.call(e,gl.canvas,gl,k,a),e.boxcolor="#00FF00"}catch(b){e.boxcolor="#FF0000",console.error("Error executing script"),console.error(b)}gl.finish2D()});this.setOutputData(0,d)}else console.warn("cannot use LGraphTextureCanvas2D if Canvas2DtoWebGL is not included")};h.registerNodeType("texture/canvas2D",d);var z=function(){this.addInput("in","Texture");this.addOutput("out","Texture");this.properties= {key_color:vec3.fromValues(0,1,0),threshold:0.8,slope:0.2,precision:f.DEFAULT}};z.title="Matte";z.desc="Extracts background";z.widgets_info={key_color:{widget:"color"},precision:{widget:"combo",values:f.MODE_VALUES}};z.prototype.onExecute=function(){if(this.isOutputConnected(0)){var a=this.getInputData(0);if(this.properties.precision===f.PASS_THROUGH)this.setOutputData(0,a);else if(a){this._tex=f.getTargetTexture(a,this._tex,this.properties.precision);gl.disable(gl.BLEND);gl.disable(gl.DEPTH_TEST); this._uniforms||(this._uniforms={u_texture:0,u_key_color:this.properties.key_color,u_threshold:1,u_slope:1});var b=this._uniforms,c=Mesh.getScreenQuad(),d=z._shader;d||(d=z._shader=new GL.Shader(GL.Shader.SCREEN_VERTEX_SHADER,z.pixel_shader));b.u_key_color=this.properties.key_color;b.u_threshold=this.properties.threshold;b.u_slope=this.properties.slope;this._tex.drawTo(function(){a.bind(0);d.uniforms(b).draw(c)});this.setOutputData(0,this._tex)}}};z.pixel_shader="precision highp float;\n\t\t\tvarying vec2 v_coord;\n\t\t\tuniform sampler2D u_texture;\n\t\t\tuniform vec3 u_key_color;\n\t\t\tuniform float u_threshold;\n\t\t\tuniform float u_slope;\n\t\t\t\n\t\t\tvoid main() {\n\t\t\t\tvec3 color = texture2D( u_texture, v_coord ).xyz;\n\t\t\t\tfloat diff = length( normalize(color) - normalize(u_key_color) );\n\t\t\t\tfloat edge = u_threshold * (1.0 - u_slope);\n\t\t\t\tfloat alpha = smoothstep( edge, u_threshold, diff);\n\t\t\t\tgl_FragColor = vec4( color, alpha );\n\t\t\t}"; h.registerNodeType("texture/matte",z);d=function(){this.addOutput("Cubemap","Cubemap");this.properties={name:""};this.size=[f.image_preview_size,f.image_preview_size]};d.title="Cubemap";d.prototype.onDropFile=function(a,b,c){a?(this._drop_texture="string"==typeof a?GL.Texture.fromURL(a):GL.Texture.fromDDSInMemory(a),this.properties.name=b):(this._drop_texture=null,this.properties.name="")};d.prototype.onExecute=function(){if(this._drop_texture)this.setOutputData(0,this._drop_texture);else if(this.properties.name){var a= f.getTexture(this.properties.name);a&&(this._last_tex=a,this.setOutputData(0,a))}};d.prototype.onDrawBackground=function(a){this.flags.collapsed||20>=this.size[1]||a.webgl&&(gl.meshes.cube||(gl.meshes.cube=GL.Mesh.cube({size:1})))};h.registerNodeType("texture/cubemap",d)}})(this); (function(u){var h=u.LiteGraph;if("undefined"!=typeof GL){var f=function(){this.addInput("Texture","Texture");this.addInput("Aberration","number");this.addInput("Distortion","number");this.addInput("Blur","number");this.addOutput("Texture","Texture");this.properties={aberration:1,distortion:1,blur:1,precision:LGraphTexture.DEFAULT};f._shader||(f._shader=new GL.Shader(GL.Shader.SCREEN_VERTEX_SHADER,f.pixel_shader),f._texture=new GL.Texture(3,1,{format:gl.RGB,wrap:gl.CLAMP_TO_EDGE,magFilter:gl.LINEAR, minFilter:gl.LINEAR,pixel_data:[255,0,0,0,255,0,0,0,255]}))};f.title="Lens";f.desc="Camera Lens distortion";f.widgets_info={precision:{widget:"combo",values:LGraphTexture.MODE_VALUES}};f.prototype.onExecute=function(){var d=this.getInputData(0);if(this.properties.precision===LGraphTexture.PASS_THROUGH)this.setOutputData(0,d);else if(d){this._tex=LGraphTexture.getTargetTexture(d,this._tex,this.properties.precision);var h=this.properties.aberration;this.isInputConnected(1)&&(h=this.getInputData(1), -this.properties.aberration=h);var q=this.properties.distortion;this.isInputConnected(2)&&(q=this.getInputData(2),this.properties.distortion=q);var k=this.properties.blur;this.isInputConnected(3)&&(k=this.getInputData(3),this.properties.blur=k);gl.disable(gl.BLEND);gl.disable(gl.DEPTH_TEST);var m=Mesh.getScreenQuad(),b=f._shader;this._tex.drawTo(function(){d.bind(0);b.uniforms({u_texture:0,u_aberration:h,u_distortion:q,u_blur:k}).draw(m)});this.setOutputData(0,this._tex)}};f.pixel_shader="precision highp float;\n\t\t\tprecision highp float;\n\t\t\tvarying vec2 v_coord;\n\t\t\tuniform sampler2D u_texture;\n\t\t\tuniform vec2 u_camera_planes;\n\t\t\tuniform float u_aberration;\n\t\t\tuniform float u_distortion;\n\t\t\tuniform float u_blur;\n\t\t\t\n\t\t\tvoid main() {\n\t\t\t\tvec2 coord = v_coord;\n\t\t\t\tfloat dist = distance(vec2(0.5), coord);\n\t\t\t\tvec2 dist_coord = coord - vec2(0.5);\n\t\t\t\tfloat percent = 1.0 + ((0.5 - dist) / 0.5) * u_distortion;\n\t\t\t\tdist_coord *= percent;\n\t\t\t\tcoord = dist_coord + vec2(0.5);\n\t\t\t\tvec4 color = texture2D(u_texture,coord, u_blur * dist);\n\t\t\t\tcolor.r = texture2D(u_texture,vec2(0.5) + dist_coord * (1.0+0.01*u_aberration), u_blur * dist ).r;\n\t\t\t\tcolor.b = texture2D(u_texture,vec2(0.5) + dist_coord * (1.0-0.01*u_aberration), u_blur * dist ).b;\n\t\t\t\tgl_FragColor = color;\n\t\t\t}\n\t\t\t"; +this.properties.aberration=h);var n=this.properties.distortion;this.isInputConnected(2)&&(n=this.getInputData(2),this.properties.distortion=n);var l=this.properties.blur;this.isInputConnected(3)&&(l=this.getInputData(3),this.properties.blur=l);gl.disable(gl.BLEND);gl.disable(gl.DEPTH_TEST);var m=Mesh.getScreenQuad(),b=f._shader;this._tex.drawTo(function(){d.bind(0);b.uniforms({u_texture:0,u_aberration:h,u_distortion:n,u_blur:l}).draw(m)});this.setOutputData(0,this._tex)}};f.pixel_shader="precision highp float;\n\t\t\tprecision highp float;\n\t\t\tvarying vec2 v_coord;\n\t\t\tuniform sampler2D u_texture;\n\t\t\tuniform vec2 u_camera_planes;\n\t\t\tuniform float u_aberration;\n\t\t\tuniform float u_distortion;\n\t\t\tuniform float u_blur;\n\t\t\t\n\t\t\tvoid main() {\n\t\t\t\tvec2 coord = v_coord;\n\t\t\t\tfloat dist = distance(vec2(0.5), coord);\n\t\t\t\tvec2 dist_coord = coord - vec2(0.5);\n\t\t\t\tfloat percent = 1.0 + ((0.5 - dist) / 0.5) * u_distortion;\n\t\t\t\tdist_coord *= percent;\n\t\t\t\tcoord = dist_coord + vec2(0.5);\n\t\t\t\tvec4 color = texture2D(u_texture,coord, u_blur * dist);\n\t\t\t\tcolor.r = texture2D(u_texture,vec2(0.5) + dist_coord * (1.0+0.01*u_aberration), u_blur * dist ).r;\n\t\t\t\tcolor.b = texture2D(u_texture,vec2(0.5) + dist_coord * (1.0-0.01*u_aberration), u_blur * dist ).b;\n\t\t\t\tgl_FragColor = color;\n\t\t\t}\n\t\t\t"; h.registerNodeType("fx/lens",f);u.LGraphFXLens=f;var p=function(){this.addInput("Texture","Texture");this.addInput("Blurred","Texture");this.addInput("Mask","Texture");this.addInput("Threshold","number");this.addOutput("Texture","Texture");this.properties={shape:"",size:10,alpha:1,threshold:1,high_precision:!1}};p.title="Bokeh";p.desc="applies an Bokeh effect";p.widgets_info={shape:{widget:"texture"}};p.prototype.onExecute=function(){var d=this.getInputData(0),f=this.getInputData(1),h=this.getInputData(2); -if(d&&h&&this.properties.shape){f||(f=d);var k=LGraphTexture.getTexture(this.properties.shape);if(k){var m=this.properties.threshold;this.isInputConnected(3)&&(m=this.getInputData(3),this.properties.threshold=m);var b=gl.UNSIGNED_BYTE;this.properties.high_precision&&(b=gl.half_float_ext?gl.HALF_FLOAT_OES:gl.FLOAT);this._temp_texture&&this._temp_texture.type==b&&this._temp_texture.width==d.width&&this._temp_texture.height==d.height||(this._temp_texture=new GL.Texture(d.width,d.height,{type:b,format:gl.RGBA, -filter:gl.LINEAR}));var a=p._first_shader;a||(a=p._first_shader=new GL.Shader(Shader.SCREEN_VERTEX_SHADER,p._first_pixel_shader));var c=p._second_shader;c||(c=p._second_shader=new GL.Shader(p._second_vertex_shader,p._second_pixel_shader));var g=this._points_mesh;g&&g._width==d.width&&g._height==d.height&&2==g._spacing||(g=this.createPointsMesh(d.width,d.height,2));var q=Mesh.getScreenQuad(),e=this.properties.size,l=this.properties.alpha;gl.disable(gl.DEPTH_TEST);gl.disable(gl.BLEND);this._temp_texture.drawTo(function(){d.bind(0); -f.bind(1);h.bind(2);a.uniforms({u_texture:0,u_texture_blur:1,u_mask:2,u_texsize:[d.width,d.height]}).draw(q)});this._temp_texture.drawTo(function(){gl.enable(gl.BLEND);gl.blendFunc(gl.ONE,gl.ONE);d.bind(0);k.bind(3);c.uniforms({u_texture:0,u_mask:2,u_shape:3,u_alpha:l,u_threshold:m,u_pointSize:e,u_itexsize:[1/d.width,1/d.height]}).draw(g,gl.POINTS)});this.setOutputData(0,this._temp_texture)}}else this.setOutputData(0,d)};p.prototype.createPointsMesh=function(d,f,h){for(var k=Math.round(d/h),m=Math.round(f/ -h),b=new Float32Array(k*m*2),a=-1,c=2/d*h,g=2/f*h,q=0;q=h.NOTEON||b<=h.NOTEOFF)this.channel=d&15};Object.defineProperty(h.prototype,"velocity",{get:function(){return this.cmd==h.NOTEON?this.data[2]: +d.pixel_shader_gamma="precision highp float;\n\t\t\tvarying vec2 v_coord;\n\t\t\tuniform sampler2D u_texture;\n\t\t\tuniform float u_value1;\n\t\t\t\n\t\t\tvoid main() {\n\t\t\t\tvec4 color = texture2D(u_texture, v_coord);\n\t\t\t\tfloat gamma = 1.0 / u_value1;\n\t\t\t\tgl_FragColor = vec4( pow( color.xyz, vec3(gamma) ), color.a );\n\t\t\t}\n";h.registerNodeType("fx/generic",d);u.LGraphFXGeneric=d;var n=function(){this.addInput("Tex.","Texture");this.addInput("intensity","number");this.addOutput("Texture", +"Texture");this.properties={intensity:1,invert:!1,precision:LGraphTexture.DEFAULT};n._shader||(n._shader=new GL.Shader(Shader.SCREEN_VERTEX_SHADER,n.pixel_shader))};n.title="Vigneting";n.desc="Vigneting";n.widgets_info={precision:{widget:"combo",values:LGraphTexture.MODE_VALUES}};n.prototype.onExecute=function(){var d=this.getInputData(0);if(this.properties.precision===LGraphTexture.PASS_THROUGH)this.setOutputData(0,d);else if(d){this._tex=LGraphTexture.getTargetTexture(d,this._tex,this.properties.precision); +var f=this.properties.intensity;this.isInputConnected(1)&&(f=this.getInputData(1),this.properties.intensity=f);gl.disable(gl.BLEND);gl.disable(gl.DEPTH_TEST);var h=Mesh.getScreenQuad(),l=n._shader,m=this.properties.invert;this._tex.drawTo(function(){d.bind(0);l.uniforms({u_texture:0,u_intensity:f,u_isize:[1/d.width,1/d.height],u_invert:m?1:0}).draw(h)});this.setOutputData(0,this._tex)}};n.pixel_shader="precision highp float;\n\t\t\tprecision highp float;\n\t\t\tvarying vec2 v_coord;\n\t\t\tuniform sampler2D u_texture;\n\t\t\tuniform float u_intensity;\n\t\t\tuniform int u_invert;\n\t\t\t\n\t\t\tvoid main() {\n\t\t\t\tfloat luminance = 1.0 - length( v_coord - vec2(0.5) ) * 1.414;\n\t\t\t\tvec4 color = texture2D(u_texture, v_coord);\n\t\t\t\tif(u_invert == 1)\n\t\t\t\t\tluminance = 1.0 - luminance;\n\t\t\t\tluminance = mix(1.0, luminance, u_intensity);\n\t\t\t gl_FragColor = vec4( luminance * color.xyz, color.a);\n\t\t\t}\n\t\t\t"; +h.registerNodeType("fx/vigneting",n);u.LGraphFXVigneting=n}})(this); +(function(u){function h(d){this.cmd=this.channel=0;d?this.setup(d):this.data=[0,0,0]}function f(d,b){navigator.requestMIDIAccess?(this.on_ready=d,this.state={note:[],cc:[]},navigator.requestMIDIAccess().then(this.onMIDISuccess.bind(this),this.onMIDIFailure.bind(this))):(this.error="not suppoorted",b?b("Not supported"):console.error("MIDI NOT SUPPORTED, enable by chrome://flags"))}function p(){this.addOutput("on_midi",l.EVENT);this.addOutput("out","midi");this.properties={port:0};this._current_midi_event= +this._last_midi_event=null;var d=this;new f(function(b){d._midi=b;if(d._waiting)d.onStart();d._waiting=!1})}function d(){this.addInput("send",l.EVENT);this.properties={port:0};var d=this;new f(function(b){d._midi=b})}function n(){this.addInput("on_midi",l.EVENT);this._str="";this.size=[200,40]}function s(){this.properties={channel:-1,cmd:-1,min_value:-1,max_value:-1};this.addInput("in",l.EVENT);this.addOutput("on_midi",l.EVENT)}function v(){this.properties={channel:0,cmd:"CC",value1:1,value2:1};this.addInput("send", +l.EVENT);this.addInput("assign",l.EVENT);this.addOutput("on_midi",l.EVENT)}function t(){this.properties={cc:1,value:0};this.addOutput("value","number")}var l=u.LiteGraph;h.prototype.setup=function(d){this.data=d;this.status=d=d[0];var b=d&240;this.cmd=240<=d?d:b;this.cmd==h.NOTEON&&0==this.velocity&&(this.cmd=h.NOTEOFF);this.cmd_str=h.commands[this.cmd]||"";if(b>=h.NOTEON||b<=h.NOTEOFF)this.channel=d&15};Object.defineProperty(h.prototype,"velocity",{get:function(){return this.cmd==h.NOTEON?this.data[2]: -1},set:function(d){this.data[2]=d},enumerable:!0});h.notes="A A# B C C# D D# E F F# G G#".split(" ");h.prototype.getPitch=function(){return 440*Math.pow(2,(this.data[1]-69)/12)};h.computePitch=function(d){return 440*Math.pow(2,(d-69)/12)};h.prototype.getCC=function(){return this.data[1]};h.prototype.getCCValue=function(){return this.data[2]};h.prototype.getPitchBend=function(){return this.data[1]+(this.data[2]<<7)-8192};h.computePitchBend=function(d,b){return d+(b<<7)-8192};h.prototype.setCommandFromString= function(d){this.cmd=h.computeCommandFromString(d)};h.computeCommandFromString=function(d){if(!d)return 0;if(d&&d.constructor===Number)return d;d=d.toUpperCase();switch(d){case "NOTE ON":case "NOTEON":return h.NOTEON;case "NOTE OFF":case "NOTEOFF":return h.NOTEON;case "KEY PRESSURE":case "KEYPRESSURE":return h.KEYPRESSURE;case "CONTROLLER CHANGE":case "CONTROLLERCHANGE":case "CC":return h.CONTROLLERCHANGE;case "PROGRAM CHANGE":case "PROGRAMCHANGE":case "PC":return h.PROGRAMCHANGE;case "CHANNEL PRESSURE":case "CHANNELPRESSURE":return h.CHANNELPRESSURE; case "PITCH BEND":case "PITCHBEND":return h.PITCHBEND;case "TIME TICK":case "TIMETICK":return h.TIMETICK;default:return Number(d)}};h.toNoteString=function(d){var b;b=(d-21)%12;0>b&&(b=12+b);return h.notes[b]+Math.floor((d-24)/12+1)};h.prototype.toString=function(){var d=""+this.channel+". ";switch(this.cmd){case h.NOTEON:d+="NOTEON "+h.toNoteString(this.data[1]);break;case h.NOTEOFF:d+="NOTEOFF "+h.toNoteString(this.data[1]);break;case h.CONTROLLERCHANGE:d+="CC "+this.data[1]+" "+this.data[2];break; @@ -8679,25 +443,25 @@ case h.PROGRAMCHANGE:d+="PC "+this.data[1];break;case h.PITCHBEND:d+="PITCHBEND function(d){console.error("Failed to get MIDI access - "+d)};f.prototype.openInputPort=function(d,b){var a=this.input_ports.get("input-"+d);if(!a)return!1;f.input=this;var c=this;a.onmidimessage=function(a){var d=new h(a.data);c.updateState(d);b&&b(a.data,d);if(f.on_message)f.on_message(a.data,d)};console.log("port open: ",a);return!0};f.parseMsg=function(d){};f.prototype.updateState=function(d){switch(d.cmd){case h.NOTEON:this.state.note[d.value1|0]=d.value2;break;case h.NOTEOFF:this.state.note[d.value1| 0]=0;break;case h.CONTROLLERCHANGE:this.state.cc[d.getCC()]=d.getCCValue()}};f.prototype.sendMIDI=function(d,b){if(b){var a=this.output_ports.get("output-"+d);a&&(f.output=this,b.constructor===h?a.send(b.data):a.send(b))}};p.MIDIInterface=f;p.title="MIDI Input";p.desc="Reads MIDI from a input port";p.prototype.getPropertyInfo=function(d){if(this._midi&&"port"==d){d={};for(var b=0;b this.properties.max_value||this.trigger("on_midi",b)};k.registerNodeType("midi/filter",s);v.title="MIDIEvent";v.desc="Create a MIDI Event";v.prototype.onAction=function(d,b){"assign"==d?(this.properties.channel=b.channel,this.properties.cmd=b.cmd,this.properties.value1= +this._last_midi_event,b=0;b this.properties.max_value||this.trigger("on_midi",b)};l.registerNodeType("midi/filter",s);v.title="MIDIEvent";v.desc="Create a MIDI Event";v.prototype.onAction=function(d,b){"assign"==d?(this.properties.channel=b.channel,this.properties.cmd=b.cmd,this.properties.value1= b.data[1],this.properties.value2=b.data[2]):(b=new h,b.channel=this.properties.channel,this.properties.cmd&&this.properties.cmd.constructor===String?b.setCommandFromString(this.properties.cmd):b.cmd=this.properties.cmd,b.data[0]=b.cmd|b.channel,b.data[1]=Number(this.properties.value1),b.data[2]=Number(this.properties.value2),this.trigger("on_midi",b))};v.prototype.onExecute=function(){var d=this.properties;if(this.outputs)for(var b=0;b =this.size[0]&&(f=this.size[0]-1),a.strokeStyle="red",a.beginPath(),a.moveTo(f,d),a.lineTo(f,0),a.stroke())}};b.title="Visualization";b.desc="Audio Visualization";w.registerNodeType("audio/visualization", @@ -8730,4 +494,3 @@ h);f.title="SillyClient";f.desc="Connects to SillyServer to broadcast messages"; h||(this._server.sendMessage({type:0,channel:f,data:h}),this._last_input_data[f]=h)}for(f=1;f LGraphCanvas.search_limit) break; + if(LGraphCanvas.search_limit !== -1 && c++ > LGraphCanvas.search_limit) + break; } } else { for (var i in LiteGraph.registered_node_types) { if (i.indexOf(str) != -1) { addResult(i); - if(LGraphCanvas.search_limit !== -1 && c++ > LGraphCanvas.search_limit) break; + if(LGraphCanvas.search_limit !== -1 && c++ > LGraphCanvas.search_limit) + break; } } } } + + function addResult(result) { + var help = document.createElement("div"); + if (!first) first = result; + help.innerText = result; + help.className = "litegraph lite-search-item"; + help.addEventListener("click", function (e) { + select(this.innerText); + }); + helper.appendChild(help); + } } return dialog;