mirror of
https://github.com/Comfy-Org/ComfyUI_frontend.git
synced 2026-02-10 10:00:08 +00:00
fxied bug in shader node
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@@ -773,8 +773,8 @@
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NodeScript.prototype.compileCode = function(code) {
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this._func = null;
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if (code.length > 100) {
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console.warn("Script too long, max 100 chars");
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if (code.length > 256) {
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console.warn("Script too long, max 256 chars");
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} else {
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var code_low = code.toLowerCase();
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var forbidden_words = [
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@@ -601,7 +601,8 @@
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shader = new GL.Shader( Shader.SCREEN_VERTEX_SHADER, final_pixel_code );
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this.boxcolor = "#00FF00";
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} catch (err) {
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console.log("Error compiling shader: ", err, final_pixel_code );
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//console.log("Error compiling shader: ", err, final_pixel_code );
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GL.Shader.dumpErrorToConsole(err,Shader.SCREEN_VERTEX_SHADER, final_pixel_code);
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this.boxcolor = "#FF0000";
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this.has_error = true;
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return;
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@@ -610,6 +611,9 @@
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this._shader_code = uvcode + "|" + pixelcode;
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}
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if(!this._shader)
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return;
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var value = this.getInputData(2);
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if (value != null) {
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this.properties.value = value;
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@@ -676,14 +680,16 @@
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this.addOutput("out", "Texture");
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this.properties = {
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code: "",
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u_value: 1,
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u_color: [1,1,1,1],
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width: 512,
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height: 512,
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precision: LGraphTexture.DEFAULT
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};
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this.properties.code =
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"\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";
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this._uniforms = { in_texture: 0, texSize: vec2.create(), time: 0 };
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"//time: time in seconds\n//texSize: vec2 with res\nuniform float u_value;\nuniform vec4 u_color;\n\nvoid main() {\n vec2 uv = v_coord;\n vec3 color = vec3(0.0);\n //your code here\n color.xy=uv;\n\ngl_FragColor = vec4(color, 1.0);\n}\n";
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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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}
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LGraphTextureShader.title = "Shader";
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@@ -819,6 +825,7 @@
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var in_tex = null;
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//set uniforms
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if(this.inputs)
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for (var i = 0; i < this.inputs.length; ++i) {
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var info = this.getInputInfo(i);
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var data = this.getInputData(i);
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@@ -855,18 +862,11 @@
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uniforms.texSize[0] = w;
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uniforms.texSize[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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if (
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!this._tex ||
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this._tex.type != type ||
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this._tex.width != w ||
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this._tex.height != h
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) {
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this._tex = new GL.Texture(w, h, {
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type: type,
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format: gl.RGBA,
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filter: gl.LINEAR
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});
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if ( !this._tex || this._tex.type != type || this._tex.width != w || this._tex.height != h ) {
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this._tex = new GL.Texture(w, h, { type: type, format: gl.RGBA, filter: gl.LINEAR });
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}
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var tex = this._tex;
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tex.drawTo(function() {
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