mirror of
https://github.com/Comfy-Org/ComfyUI_frontend.git
synced 2026-04-26 01:09:46 +00:00
shader graph support
This commit is contained in:
@@ -52,6 +52,7 @@
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return [["enabled", "boolean"]];
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};
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/*
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Subgraph.prototype.onDrawTitle = function(ctx) {
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if (this.flags.collapsed) {
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return;
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@@ -68,6 +69,7 @@
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ctx.lineTo(x + w * 0.5, -w * 0.3);
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ctx.fill();
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};
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*/
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Subgraph.prototype.onDblClick = function(e, pos, graphcanvas) {
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var that = this;
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@@ -76,6 +78,7 @@
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}, 10);
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};
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/*
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Subgraph.prototype.onMouseDown = function(e, pos, graphcanvas) {
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if (
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!this.flags.collapsed &&
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@@ -88,6 +91,7 @@
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}, 10);
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}
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};
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*/
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Subgraph.prototype.onAction = function(action, param) {
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this.subgraph.onAction(action, param);
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@@ -660,7 +660,7 @@
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u_texture: 0,
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u_textureB: 1,
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value: value,
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texSize: [width, height],
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texSize: [width, height,1/width,1/height],
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time: time
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})
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.draw(mesh);
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@@ -675,7 +675,7 @@
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uniform sampler2D u_texture;\n\
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uniform sampler2D u_textureB;\n\
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varying vec2 v_coord;\n\
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uniform vec2 texSize;\n\
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uniform vec4 texSize;\n\
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uniform float time;\n\
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uniform float value;\n\
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\n\
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@@ -712,6 +712,20 @@
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LGraphTextureOperation.registerPreset("displace","texture2D(u_texture, uv + (colorB.xy - vec2(0.5)) * value).xyz");
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LGraphTextureOperation.registerPreset("grayscale","vec3(color.x + color.y + color.z) * value / 3.0");
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LGraphTextureOperation.registerPreset("saturation","mix( vec3(color.x + color.y + color.z) / 3.0, color, value )");
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LGraphTextureOperation.registerPreset("normalmap","\n\
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float z0 = texture2D(u_texture, uv + vec2(-texSize.z, -texSize.w) ).x;\n\
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float z1 = texture2D(u_texture, uv + vec2(0.0, -texSize.w) ).x;\n\
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float z2 = texture2D(u_texture, uv + vec2(texSize.z, -texSize.w) ).x;\n\
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float z3 = texture2D(u_texture, uv + vec2(-texSize.z, 0.0) ).x;\n\
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float z4 = color.x;\n\
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float z5 = texture2D(u_texture, uv + vec2(texSize.z, 0.0) ).x;\n\
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float z6 = texture2D(u_texture, uv + vec2(-texSize.z, texSize.w) ).x;\n\
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float z7 = texture2D(u_texture, uv + vec2(0.0, texSize.w) ).x;\n\
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float z8 = texture2D(u_texture, uv + vec2(texSize.z, texSize.w) ).x;\n\
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vec3 normal = vec3( z2 + 2.0*z4 + z7 - z0 - 2.0*z3 - z5, z5 + 2.0*z6 + z7 -z0 - 2.0*z1 - z2, 1.0 );\n\
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normal.xy *= value;\n\
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result.xyz = normalize(normal) * 0.5 + vec3(0.5);\n\
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");
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LGraphTextureOperation.registerPreset("threshold","vec3(color.x > colorB.x * value ? 1.0 : 0.0,color.y > colorB.y * value ? 1.0 : 0.0,color.z > colorB.z * value ? 1.0 : 0.0)");
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//webglstudio stuff...
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@@ -744,7 +758,7 @@
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};
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this.properties.code = LGraphTextureShader.pixel_shader;
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this._uniforms = { u_value: 1, u_color: vec4.create(), in_texture: 0, texSize: vec2.create(), time: 0 };
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this._uniforms = { u_value: 1, u_color: vec4.create(), in_texture: 0, texSize: vec4.create(), time: 0 };
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}
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LGraphTextureShader.title = "Shader";
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@@ -910,6 +924,8 @@
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}
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uniforms.texSize[0] = w;
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uniforms.texSize[1] = h;
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uniforms.texSize[2] = 1/w;
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uniforms.texSize[3] = 1/h;
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uniforms.time = this.graph.getTime();
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uniforms.u_value = this.properties.u_value;
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uniforms.u_color.set( this.properties.u_color );
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@@ -930,7 +946,7 @@
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\n\
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varying vec2 v_coord;\n\
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uniform float time; //time in seconds\n\
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uniform vec2 texSize; //tex resolution\n\
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uniform vec4 texSize; //tex resolution\n\
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uniform float u_value;\n\
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uniform vec4 u_color;\n\n\
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void main() {\n\
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@@ -1580,6 +1596,69 @@ void main() {\n\
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LGraphTextureDownsample
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);
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function LGraphTextureResize() {
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this.addInput("Texture", "Texture");
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this.addOutput("", "Texture");
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this.properties = {
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size: [512,512],
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generate_mipmaps: false,
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precision: LGraphTexture.DEFAULT
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};
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}
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LGraphTextureResize.title = "Resize";
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LGraphTextureResize.desc = "Resize Texture";
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LGraphTextureResize.widgets_info = {
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iterations: { type: "number", step: 1, precision: 0, min: 0 },
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precision: { widget: "combo", values: LGraphTexture.MODE_VALUES }
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};
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LGraphTextureResize.prototype.onExecute = function() {
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var tex = this.getInputData(0);
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if (!tex && !this._temp_texture) {
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return;
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}
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if (!this.isOutputConnected(0)) {
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return;
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} //saves work
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//we do not allow any texture different than texture 2D
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if (!tex || tex.texture_type !== GL.TEXTURE_2D) {
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return;
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}
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var width = this.properties.size[0] | 0;
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var height = this.properties.size[1] | 0;
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if(width == 0)
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width = tex.width;
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if(height == 0)
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height = tex.height;
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var type = tex.type;
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if (this.properties.precision === LGraphTexture.LOW) {
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type = gl.UNSIGNED_BYTE;
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} else if (this.properties.precision === LGraphTexture.HIGH) {
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type = gl.HIGH_PRECISION_FORMAT;
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}
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if( !this._texture || this._texture.width != width || this._texture.height != height || this._texture.type != type )
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this._texture = new GL.Texture( width, height, { type: type } );
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tex.copyTo( this._texture );
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if (this.properties.generate_mipmaps) {
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this._texture.bind(0);
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gl.generateMipmap(this._texture.texture_type);
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this._texture.unbind(0);
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}
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this.setOutputData(0, this._texture);
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};
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LiteGraph.registerNodeType( "texture/resize", LGraphTextureResize );
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// Texture Average *****************************************
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function LGraphTextureAverage() {
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this.addInput("Texture", "Texture");
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@@ -2247,7 +2326,7 @@ void main() {\n\
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this.addInput("Texture", "Texture");
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this.addInput("Atlas", "Texture");
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this.addOutput("", "Texture");
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this.properties = { enabled: true, num_row_symbols: 4, symbol_size: 16, brightness: 1, colorize: false, filter: false, invert: false, precision: LGraphTexture.DEFAULT, texture: null };
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this.properties = { enabled: true, num_row_symbols: 4, symbol_size: 16, brightness: 1, colorize: false, filter: false, invert: false, precision: LGraphTexture.DEFAULT, generate_mipmaps: false, texture: null };
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if (!LGraphTextureEncode._shader) {
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LGraphTextureEncode._shader = new GL.Shader( Shader.SCREEN_VERTEX_SHADER, LGraphTextureEncode.pixel_shader );
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@@ -2323,6 +2402,12 @@ void main() {\n\
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tex.toViewport(LGraphTextureEncode._shader, uniforms);
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});
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if (this.properties.generate_mipmaps) {
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this._tex.bind(0);
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gl.generateMipmap(this._tex.texture_type);
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this._tex.unbind(0);
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}
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this.setOutputData(0, this._tex);
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};
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429
src/nodes/shaders.js
Normal file
429
src/nodes/shaders.js
Normal file
@@ -0,0 +1,429 @@
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(function(global) {
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var LiteGraph = global.LiteGraph;
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var LGraphCanvas = global.LGraphCanvas;
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if (typeof GL == "undefined")
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return;
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//common actions to all shader node classes
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function setShaderNode( node_ctor )
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{
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node_ctor.color = "#345";
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}
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function getShaderInputLinkName( node, slot )
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{
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if(!node.inputs)
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return null;
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var link = node.getInputLink( slot );
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if( !link )
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return null;
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var origin_node = node.graph.getNodeById( link.origin_id );
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if( !origin_node )
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return null;
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if(origin_node.getOutputVarName)
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return origin_node.getOutputVarName(link.origin_slot);
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//generate
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return "link_" + origin_node.id + "_" + link.origin_slot;
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}
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function getShaderOutputLinkName( node, slot )
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{
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return "link_" + node.id + "_" + slot;
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}
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//used to host a shader body *******************
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function LGShaderContext()
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{
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this.vs_template = "";
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this.fs_template = "";
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this._uniforms = {};
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this._codeparts = {};
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}
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LGShaderContext.valid_types = ["float","vec2","vec3","vec4","sampler2D","mat3","mat4","int","boolean"];
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LGShaderContext.prototype.clear = function()
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{
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this._uniforms = {};
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this._codeparts = {};
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}
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LGShaderContext.prototype.addUniform = function( name, type )
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{
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this._uniforms[ name ] = type;
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}
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LGShaderContext.prototype.addCode = function( hook, code )
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{
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if(!this._codeparts[ hook ])
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this._codeparts[ hook ] = code + "\n";
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else
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this._codeparts[ hook ] += code + "\n";
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}
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//generates the shader code from the template and the
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LGShaderContext.prototype.computeShader = function( shader )
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{
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var uniforms = "";
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for(var i in this._uniforms)
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uniforms += "uniform " + this._uniforms[i] + " " + i + ";\n";
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var parts = this._codeparts;
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parts.uniforms = uniforms;
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var vs_code = GL.Shader.replaceCodeUsingContext( this.vs_template, parts );
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var fs_code = GL.Shader.replaceCodeUsingContext( this.fs_template, parts );
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try
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{
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if(shader)
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shader.updateShader( vs_code, fs_code );
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else
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shader = new GL.Shader( vs_code, fs_code );
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return shader;
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}
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catch (err)
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{
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return null;
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}
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return null;//never here
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}
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// LGraphShaderGraph *****************************
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// applies a shader graph to texture, it can be uses as an example
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function LGraphShaderGraph() {
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this.addOutput("out", "texture");
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this.properties = { width: 0, height: 0, alpha: false, precision: 0 };
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this.subgraph = new LiteGraph.LGraph();
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this.subgraph._subgraph_node = this;
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this.subgraph._is_subgraph = true;
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var subnode = LiteGraph.createNode("shader/fragcolor");
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this.subgraph.pos = [300,100];
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this.subgraph.add( subnode );
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this.size = [180,60];
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this.redraw_on_mouse = true; //force redraw
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this._uniforms = {};
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this._shader = null;
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this._context = new LGShaderContext();
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this._context.vs_template = GL.Shader.SCREEN_VERTEX_SHADER;
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this._context.fs_template = LGraphShaderGraph.template;
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}
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LGraphShaderGraph.template = "\n\
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precision highp float;\n\
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varying vec2 v_coord;\n\
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{{varying}}\n\
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{{uniforms}}\n\
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void main() {\n\
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vec2 uv = v_coord;\n\
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vec4 color = vec4(0.0);\n\
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{{fs_code}}\n\
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gl_FragColor = color;\n\
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}\n\
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";
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LGraphShaderGraph.widgets_info = {
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precision: { widget: "combo", values: LGraphTexture.MODE_VALUES }
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};
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LGraphShaderGraph.title = "ShaderGraph";
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LGraphShaderGraph.desc = "Builds a shader using a graph";
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LGraphShaderGraph.prototype.onSerialize = function(o)
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{
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o.subgraph = this.subgraph.serialize();
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}
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LGraphShaderGraph.prototype.onConfigure = function(o)
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{
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this.subgraph.configure(o.subgraph);
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}
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LGraphShaderGraph.prototype.onExecute = function() {
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if (!this.isOutputConnected(0))
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return;
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var w = this.properties.width | 0;
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var h = this.properties.height | 0;
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if (w == 0) {
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w = gl.viewport_data[2];
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} //0 means default
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if (h == 0) {
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h = gl.viewport_data[3];
|
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} //0 means default
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var type = LGraphTexture.getTextureType(this.properties.precision);
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var texture = this._texture;
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if ( !texture || texture.width != w || texture.height != h || texture.type != type ) {
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texture = this._texture = new GL.Texture(w, h, {
|
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type: type,
|
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format: this.alpha ? gl.RGBA : gl.RGB,
|
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filter: gl.LINEAR
|
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});
|
||||
}
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||||
|
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var shader = this.getShader();
|
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if(!shader)
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return;
|
||||
|
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var uniforms = this._uniforms;
|
||||
|
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var tex_slot = 0;
|
||||
if(this.inputs)
|
||||
for(var i = 0; i < this.inputs.length; ++i)
|
||||
{
|
||||
var input = this.inputs[i];
|
||||
var data = this.getInputData(i);
|
||||
if(input.type == "texture")
|
||||
{
|
||||
if(!data)
|
||||
data = GL.Texture.getWhiteTexture();
|
||||
data = data.bind(tex_slot++);
|
||||
}
|
||||
|
||||
if(data != null)
|
||||
uniforms[ "u_" + input.name ] = data;
|
||||
}
|
||||
|
||||
var mesh = GL.Mesh.getScreenQuad();
|
||||
|
||||
gl.disable( gl.DEPTH_TEST );
|
||||
gl.disable( gl.BLEND );
|
||||
|
||||
texture.drawTo(function(){
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||||
shader.uniforms( uniforms );
|
||||
shader.draw( mesh );
|
||||
});
|
||||
|
||||
//use subgraph output
|
||||
this.setOutputData(0, texture );
|
||||
};
|
||||
|
||||
LGraphShaderGraph.prototype.onInputAdded = function( slot_info )
|
||||
{
|
||||
var subnode = LiteGraph.createNode("shader/uniform");
|
||||
subnode.properties.name = slot_info.name;
|
||||
subnode.properties.type = slot_info.type;
|
||||
this.subgraph.add( subnode );
|
||||
}
|
||||
|
||||
LGraphShaderGraph.prototype.onInputRemoved = function( slot, slot_info )
|
||||
{
|
||||
var nodes = this.subgraph.findNodesByType("shader/uniform");
|
||||
for(var i = 0; i < nodes.length; ++i)
|
||||
{
|
||||
var node = nodes[i];
|
||||
if(node.properties.name == slot_info.name )
|
||||
this.subgraph.remove( node );
|
||||
}
|
||||
}
|
||||
|
||||
LGraphShaderGraph.prototype.computeSize = function()
|
||||
{
|
||||
var num_inputs = this.inputs ? this.inputs.length : 0;
|
||||
var num_outputs = this.outputs ? this.outputs.length : 0;
|
||||
return [ 200, Math.max(num_inputs,num_outputs) * LiteGraph.NODE_SLOT_HEIGHT + LiteGraph.NODE_TITLE_HEIGHT + 10];
|
||||
}
|
||||
|
||||
LGraphShaderGraph.prototype.getShader = function()
|
||||
{
|
||||
//if subgraph not changed?
|
||||
if(this._shader && this._shader._version == this.subgraph._version)
|
||||
return this._shader;
|
||||
|
||||
//prepare context
|
||||
this._context.clear();
|
||||
|
||||
//gets code from graph
|
||||
this.subgraph.sendEventToAllNodes("onGetCode", this._context);
|
||||
|
||||
//compile shader
|
||||
var shader = this._context.computeShader();
|
||||
if(!shader)
|
||||
{
|
||||
this.boxcolor = "red";
|
||||
return this._shader;
|
||||
}
|
||||
else
|
||||
this.boxcolor = null;
|
||||
|
||||
this._shader = shader;
|
||||
shader._version = this.subgraph._version;
|
||||
return shader;
|
||||
}
|
||||
|
||||
LGraphShaderGraph.prototype.onDrawBackground = function(ctx, graphcanvas, canvas, pos)
|
||||
{
|
||||
if(this.flags.collapsed)
|
||||
return;
|
||||
|
||||
var y = this.size[1] - LiteGraph.NODE_TITLE_HEIGHT + 0.5;
|
||||
|
||||
//button
|
||||
var over = LiteGraph.isInsideRectangle(pos[0],pos[1],this.pos[0],this.pos[1] + y,this.size[0],LiteGraph.NODE_TITLE_HEIGHT);
|
||||
ctx.fillStyle = over ? "#555" : "#222";
|
||||
ctx.beginPath();
|
||||
ctx.roundRect( 0, y, this.size[0]+1, LiteGraph.NODE_TITLE_HEIGHT, 0, 8);
|
||||
ctx.fill();
|
||||
|
||||
//button
|
||||
ctx.textAlign = "center";
|
||||
ctx.font = "24px Arial";
|
||||
ctx.fillStyle = over ? "#DDD" : "#999";
|
||||
ctx.fillText( "+", this.size[0] * 0.5, y + 24 );
|
||||
}
|
||||
|
||||
LGraphShaderGraph.prototype.onMouseDown = function(e, localpos, graphcanvas)
|
||||
{
|
||||
var y = this.size[1] - LiteGraph.NODE_TITLE_HEIGHT + 0.5;
|
||||
if(localpos[1] > y)
|
||||
{
|
||||
graphcanvas.showSubgraphPropertiesDialog(this);
|
||||
}
|
||||
}
|
||||
|
||||
LiteGraph.registerNodeType( "texture/shaderGraph", LGraphShaderGraph );
|
||||
|
||||
//Shader Nodes ***************************
|
||||
|
||||
//applies a shader graph to a code
|
||||
function LGraphShaderUniform() {
|
||||
this.addOutput("out", "");
|
||||
this.properties = { name: "", type: "" };
|
||||
}
|
||||
|
||||
LGraphShaderUniform.title = "Uniform";
|
||||
LGraphShaderUniform.desc = "Input data for the shader";
|
||||
|
||||
LGraphShaderUniform.prototype.getTitle = function()
|
||||
{
|
||||
return "uniform " + this.properties.name;
|
||||
}
|
||||
|
||||
LGraphShaderUniform.prototype.onGetCode = function( context )
|
||||
{
|
||||
var type = this.properties.type;
|
||||
if( !type )
|
||||
return;
|
||||
if(type == "number")
|
||||
type = "float";
|
||||
else if(type == "texture")
|
||||
type = "sampler2D";
|
||||
if ( LGShaderContext.valid_types.indexOf(type) == -1 )
|
||||
return;
|
||||
context.addUniform( "u_" + this.properties.name, type );
|
||||
}
|
||||
|
||||
LGraphShaderUniform.prototype.getOutputVarName = function(slot)
|
||||
{
|
||||
return "u_" + this.properties.name;
|
||||
}
|
||||
|
||||
setShaderNode( LGraphShaderUniform );
|
||||
|
||||
LiteGraph.registerNodeType( "shader/uniform", LGraphShaderUniform );
|
||||
|
||||
|
||||
|
||||
function LGraphShaderAttribute() {
|
||||
this.addOutput("out", "vec2");
|
||||
this.properties = { name: "coord", type: "vec2" };
|
||||
}
|
||||
|
||||
LGraphShaderAttribute.title = "Attribute";
|
||||
LGraphShaderAttribute.desc = "Input data from mesh attribute";
|
||||
|
||||
LGraphShaderAttribute.prototype.getTitle = function()
|
||||
{
|
||||
return "att. " + this.properties.name;
|
||||
}
|
||||
|
||||
LGraphShaderAttribute.prototype.onGetCode = function( context )
|
||||
{
|
||||
var type = this.properties.type;
|
||||
if( !type || LGShaderContext.valid_types.indexOf(type) == -1 )
|
||||
return;
|
||||
if(type == "number")
|
||||
type = "float";
|
||||
if( this.properties.name != "coord")
|
||||
context.addCode( "varying", " varying " + type +" v_" + this.properties.name );
|
||||
}
|
||||
|
||||
LGraphShaderAttribute.prototype.getOutputVarName = function(slot)
|
||||
{
|
||||
return "v_" + this.properties.name;
|
||||
}
|
||||
|
||||
setShaderNode( LGraphShaderAttribute );
|
||||
|
||||
LiteGraph.registerNodeType( "shader/attribute", LGraphShaderAttribute );
|
||||
|
||||
|
||||
function LGraphShaderSampler2D() {
|
||||
this.addInput("tex", "sampler2D");
|
||||
this.addInput("uv", "vec2");
|
||||
this.addOutput("rgba", "vec4");
|
||||
}
|
||||
|
||||
LGraphShaderSampler2D.title = "Sampler2D";
|
||||
LGraphShaderSampler2D.desc = "Reads a pixel from a texture";
|
||||
|
||||
LGraphShaderSampler2D.prototype.onGetCode = function( context )
|
||||
{
|
||||
var texname = getShaderInputLinkName( this, 0 );
|
||||
var code;
|
||||
if(texname)
|
||||
{
|
||||
var uvname = getShaderInputLinkName( this, 1 ) || "v_coord";
|
||||
code = "vec4 " + getShaderOutputLinkName( this, 0 ) + " = texture2D("+texname+","+uvname+");";
|
||||
}
|
||||
else
|
||||
code = "vec4 " + getShaderOutputLinkName( this, 0 ) + " = vec4(0.0);";
|
||||
context.addCode( "fs_code", code );
|
||||
}
|
||||
|
||||
setShaderNode( LGraphShaderSampler2D );
|
||||
|
||||
LiteGraph.registerNodeType( "shader/sampler2D", LGraphShaderSampler2D );
|
||||
|
||||
//*********************************
|
||||
|
||||
function LGraphShaderFragColor() {
|
||||
this.addInput("color", "float,vec2,vec3,vec4");
|
||||
this.block_delete = true;
|
||||
}
|
||||
|
||||
LGraphShaderFragColor.title = "FragColor";
|
||||
LGraphShaderFragColor.desc = "Pixel final color";
|
||||
|
||||
LGraphShaderFragColor.prototype.onGetCode = function( context )
|
||||
{
|
||||
var link_name = getShaderInputLinkName( this, 0 );
|
||||
if(!link_name)
|
||||
return;
|
||||
|
||||
var code = link_name;
|
||||
var type = this.getInputDataType(0);
|
||||
if(type == "float")
|
||||
code = "vec4(" + code + ");";
|
||||
else if(type == "vec2")
|
||||
code = "vec4(" + code + ",0.0,1.0);";
|
||||
else if(type == "vec3")
|
||||
code = "vec4(" + code + ",1.0);";
|
||||
|
||||
context.addCode("fs_code", "color = " + code + ";\n");
|
||||
}
|
||||
|
||||
setShaderNode( LGraphShaderFragColor );
|
||||
|
||||
LiteGraph.registerNodeType( "shader/fragcolor", LGraphShaderFragColor );
|
||||
|
||||
})(this);
|
||||
Reference in New Issue
Block a user