mirror of
https://github.com/Comfy-Org/ComfyUI_frontend.git
synced 2026-02-26 09:44:06 +00:00
fix on onConnectInput to have more info
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@@ -3589,10 +3589,7 @@
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//allows nodes to block connection
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if (target_node.onConnectInput) {
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if (
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target_node.onConnectInput(target_slot, output.type, output) ===
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false
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) {
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if ( target_node.onConnectInput(target_slot, output.type, output, this, slot) === false ) {
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return null;
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}
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}
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@@ -3050,8 +3050,8 @@ void main() {\n\
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};
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this._uniforms = {
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u_texture: 0,
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u_near: 0.1,
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u_far: 10000
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u_camera_planes: null, //filled later
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u_ires: vec2.create()
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};
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}
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@@ -3083,9 +3083,6 @@ void main() {\n\
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}
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var uniforms = this._uniforms;
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uniforms.u_near = tex.near_far_planes[0];
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uniforms.u_far = tex.near_far_planes[1];
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uniforms.u_invert = this.properties.invert ? 1 : 0;
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gl.disable(gl.BLEND);
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@@ -3105,6 +3102,8 @@ void main() {\n\
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planes = [0.1, 1000];
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} //hardcoded
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uniforms.u_camera_planes = planes;
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//uniforms.u_ires.set([1/tex.width, 1/tex.height]);
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uniforms.u_ires.set([0,0]);
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this._temp_texture.drawTo(function() {
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tex.bind(0);
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@@ -3120,15 +3119,14 @@ void main() {\n\
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precision highp float;\n\
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varying vec2 v_coord;\n\
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uniform sampler2D u_texture;\n\
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uniform float u_near;\n\
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uniform float u_far;\n\
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uniform vec2 u_camera_planes;\n\
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uniform int u_invert;\n\
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uniform vec2 u_ires;\n\
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\n\
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void main() {\n\
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float zNear = u_near;\n\
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float zFar = u_far;\n\
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float depth = texture2D(u_texture, v_coord).x;\n\
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depth = depth * 2.0 - 1.0;\n\
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float zNear = u_camera_planes.x;\n\
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float zFar = u_camera_planes.y;\n\
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float depth = texture2D(u_texture, v_coord + u_ires*0.5).x * 2.0 - 1.0;\n\
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float f = zNear * (depth + 1.0) / (zFar + zNear - depth * (zFar - zNear));\n\
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if( u_invert == 1 )\n\
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f = 1.0 - f;\n\
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