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fix(website): hero green input desat only, drop card rim/shadow
The drop shadow needed an opaque rect that bled black through the PNGs' transparent corners, and the hairline rim drew a visible outline slightly off the baked corner radius. Both treatments looked worse than no treatment, so this commit keeps only the part that worked: the saturate(0.78) brightness(0.92) filter on the green input PNG so it stops outshouting the final-output card.
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@@ -441,7 +441,12 @@ function drawNode(ctx: CanvasRenderingContext2D, id: NodeId) {
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drawChip(chip2Y, 'DEPTH MAP', depthOn, depthHovered)
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} else if (n.type === 'image') {
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const outputUi = nodes['n-output-ui'] as SvgNode
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const filter = id === 'n-blue' ? levelsFilter(outputUi.progress) : null
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let filter: string | null = null
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if (id === 'n-blue') filter = levelsFilter(outputUi.progress)
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// The input PNG runs hot in pure #15FF00 territory — soften it just
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// enough that the eye lands on the final-output card first while the
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// green still reads as "input source".
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else if (id === 'n-green') filter = 'saturate(0.78) brightness(0.92)'
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drawImageCover(ctx, x, y, n.w, n.h, n.rx, n.color, n.img, filter)
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} else if (n.type === 'svg') {
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if (n.img && n.img.complete && n.img.naturalWidth !== 0) {
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