pixelcode must be vec3
\t\t\tuvcode 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:LGraphTexture.DEFAULT}}; -LGraphTextureOperation.widgets_info={uvcode:{widget:"textarea",height:100},pixelcode:{widget:"textarea",height:100},precision:{widget:"combo",values:LGraphTexture.MODE_VALUES}};LGraphTextureOperation.title="Operation";LGraphTextureOperation.desc="Texture shader operation";LGraphTextureOperation.prototype.getExtraMenuOptions=function(a){var b=this;return[{content:b.properties.show?"Hide Texture":"Show Texture",callback:function(){b.properties.show=!b.properties.show}}]};LGraphTextureOperation.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())};LGraphTextureOperation.prototype.onExecute=function(){var a=this.getInputData(0);if(this.isOutputConnected(0))if(this.properties.precision===LGraphTexture.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);this._tex=a||this._tex?LGraphTexture.getTargetTexture(a||this._tex,this._tex,this.properties.precision):new GL.Texture(c,d,{type:this.precision===LGraphTexture.LOW?gl.UNSIGNED_BYTE:gl.HIGH_PRECISION_FORMAT,format:gl.RGBA,filter:gl.LINEAR});var e="";this.properties.uvcode&&(e="uv = "+this.properties.uvcode,-1!=this.properties.uvcode.indexOf(";")&&(e=this.properties.uvcode));var f="";this.properties.pixelcode&&(f="result = "+this.properties.pixelcode,-1!=this.properties.pixelcode.indexOf(";")&& -(f=this.properties.pixelcode));var g=this._shader;if(!g||this._shader_code!=e+"|"+f){try{this._shader=new GL.Shader(Shader.SCREEN_VERTEX_SHADER,LGraphTextureOperation.pixel_shader,{UV_CODE:e,PIXEL_CODE:f}),this.boxcolor="#00FF00"}catch(h){console.log("Error compiling shader: ",h);this.boxcolor="#FF0000";return}this.boxcolor="#FF0000";this._shader_code=e+"|"+f;g=this._shader}if(g){this.boxcolor="green";var k=this.getInputData(2);null!=k?this.properties.value=k:k=parseFloat(this.properties.value);var n= -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:k,texSize:[c,d],time:n}).draw(e)});this.setOutputData(0,this._tex)}else this.boxcolor="red"}}};LGraphTextureOperation.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"; +4;LGraphTexture.REUSE=5;LGraphTexture.DEFAULT=2;LGraphTexture.MODE_VALUES={"pass through":LGraphTexture.PASS_THROUGH,copy:LGraphTexture.COPY,low:LGraphTexture.LOW,high:LGraphTexture.HIGH,reuse:LGraphTexture.REUSE,"default":LGraphTexture.DEFAULT};LGraphTexture.getTexturesContainer=function(){return gl.textures};LGraphTexture.loadTexture=function(e,d){d=d||{};var g=e;"http://"==g.substr(0,7)&&LiteGraph.proxy&&(g=LiteGraph.proxy+g.substr(7));return LGraphTexture.getTexturesContainer()[e]=GL.Texture.fromURL(g, +d)};LGraphTexture.getTexture=function(e){var d=this.getTexturesContainer();if(!d)throw"Cannot load texture, container of textures not found";d=d[e];return!d&&e&&":"!=e[0]?this.loadTexture(e):d};LGraphTexture.getTargetTexture=function(e,d,g){if(!e)throw"LGraphTexture.getTargetTexture expects a reference texture";var k=null;switch(g){case LGraphTexture.LOW:k=gl.UNSIGNED_BYTE;break;case LGraphTexture.HIGH:k=gl.HIGH_PRECISION_FORMAT;break;case LGraphTexture.REUSE:return e;default:k=e?e.type:gl.UNSIGNED_BYTE}d&& +d.width==e.width&&d.height==e.height&&d.type==k||(d=new GL.Texture(e.width,e.height,{type:k,format:gl.RGBA,filter:gl.LINEAR}));return d};LGraphTexture.getNoiseTexture=function(){if(this._noise_texture)return this._noise_texture;for(var e=new Uint8Array(1048576),d=0;1048576>d;++d)e[d]=255*Math.random();return this._noise_texture=e=GL.Texture.fromMemory(512,512,e,{format:gl.RGBA,wrap:gl.REPEAT,filter:gl.NEAREST})};LGraphTexture.prototype.onDropFile=function(e,d,g){if(e){var k=null;"string"==typeof e? +k=GL.Texture.fromURL(e):-1!=d.toLowerCase().indexOf(".dds")?k=GL.Texture.fromDDSInMemory(e):(e=new Blob([g]),e=URL.createObjectURL(e),k=GL.Texture.fromURL(e));this._drop_texture=k;this.properties.name=d}else this._drop_texture=null,this.properties.name=""};LGraphTexture.prototype.getExtraMenuOptions=function(e){var d=this;if(this._drop_texture)return[{content:"Clear",callback:function(){d._drop_texture=null;d.properties.name=""}}]};LGraphTexture.prototype.onExecute=function(){var e=null;this.isOutputConnected(1)&& +(e=this.getInputData(0));!e&&this._drop_texture&&(e=this._drop_texture);!e&&this.properties.name&&(e=LGraphTexture.getTexture(this.properties.name));if(e){this._last_tex=e;!1===this.properties.filter?e.setParameter(gl.TEXTURE_MAG_FILTER,gl.NEAREST):e.setParameter(gl.TEXTURE_MAG_FILTER,gl.LINEAR);this.setOutputData(0,e);for(var d=1;dpixelcode must be vec3
\t\t\tuvcode 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:LGraphTexture.DEFAULT}};LGraphTextureOperation.widgets_info={uvcode:{widget:"textarea",height:100},pixelcode:{widget:"textarea",height:100},precision:{widget:"combo",values:LGraphTexture.MODE_VALUES}};LGraphTextureOperation.title="Operation";LGraphTextureOperation.desc="Texture shader operation";LGraphTextureOperation.prototype.getExtraMenuOptions=function(e){var d=this;return[{content:d.properties.show?"Hide Texture":"Show Texture", +callback:function(){d.properties.show=!d.properties.show}}]};LGraphTextureOperation.prototype.onDrawBackground=function(e){this.flags.collapsed||20>=this.size[1]||!this.properties.show||!this._tex||this._tex.gl!=e||(e.save(),e.drawImage(this._tex,0,0,this.size[0],this.size[1]),e.restore())};LGraphTextureOperation.prototype.onExecute=function(){var e=this.getInputData(0);if(this.isOutputConnected(0))if(this.properties.precision===LGraphTexture.PASS_THROUGH)this.setOutputData(0,e);else{var d=this.getInputData(1); +if(this.properties.uvcode||this.properties.pixelcode){var g=512,k=512;e?(g=e.width,k=e.height):d&&(g=d.width,k=d.height);this._tex=e||this._tex?LGraphTexture.getTargetTexture(e||this._tex,this._tex,this.properties.precision):new GL.Texture(g,k,{type:this.precision===LGraphTexture.LOW?gl.UNSIGNED_BYTE:gl.HIGH_PRECISION_FORMAT,format:gl.RGBA,filter:gl.LINEAR});var h="";this.properties.uvcode&&(h="uv = "+this.properties.uvcode,-1!=this.properties.uvcode.indexOf(";")&&(h=this.properties.uvcode));var a= +"";this.properties.pixelcode&&(a="result = "+this.properties.pixelcode,-1!=this.properties.pixelcode.indexOf(";")&&(a=this.properties.pixelcode));var b=this._shader;if(!b||this._shader_code!=h+"|"+a){try{this._shader=new GL.Shader(Shader.SCREEN_VERTEX_SHADER,LGraphTextureOperation.pixel_shader,{UV_CODE:h,PIXEL_CODE:a}),this.boxcolor="#00FF00"}catch(c){console.log("Error compiling shader: ",c);this.boxcolor="#FF0000";return}this.boxcolor="#FF0000";this._shader_code=h+"|"+a;b=this._shader}if(b){this.boxcolor= +"green";var f=this.getInputData(2);null!=f?this.properties.value=f:f=parseFloat(this.properties.value);var l=this.graph.getTime();this._tex.drawTo(function(){gl.disable(gl.DEPTH_TEST);gl.disable(gl.CULL_FACE);gl.disable(gl.BLEND);e&&e.bind(0);d&&d.bind(1);var a=Mesh.getScreenQuad();b.uniforms({u_texture:0,u_textureB:1,value:f,texSize:[g,k],time:l}).draw(a)});this.setOutputData(0,this._tex)}else this.boxcolor="red"}}};LGraphTextureOperation.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"; LiteGraph.registerNodeType("texture/operation",LGraphTextureOperation);var LGraphTextureShader=function(){this.addOutput("Texture","Texture");this.properties={code:"",width:512,height:512};this.properties.code="\nvoid main() {\n vec2 uv = coord;\n vec3 color = vec3(0.0);\n//your code here\n\ngl_FragColor = vec4(color, 1.0);\n}\n"};LGraphTextureShader.title="Shader";LGraphTextureShader.desc="Texture shader";LGraphTextureShader.widgets_info={code:{type:"code"},precision:{widget:"combo",values:LGraphTexture.MODE_VALUES}}; LGraphTextureShader.prototype.onExecute=function(){if(this.isOutputConnected(0)){if(this._shader_code!=this.properties.code)if(this._shader_code=this.properties.code,this._shader=new GL.Shader(Shader.SCREEN_VERTEX_SHADER,LGraphTextureShader.pixel_shader+this.properties.code))this.boxcolor="green";else{this.boxcolor="red";return}this._tex&&this._tex.width==this.properties.width&&this._tex.height==this.properties.height||(this._tex=new GL.Texture(this.properties.width,this.properties.height,{format:gl.RGBA, -filter:gl.LINEAR}));var a=this._tex,b=this._shader,c=this.graph.getTime();a.drawTo(function(){b.uniforms({texSize:[a.width,a.height],time:c}).draw(Mesh.getScreenQuad())});this.setOutputData(0,this._tex)}};LGraphTextureShader.pixel_shader="precision highp float;\n\t\t\t\n\t\t\tvarying vec2 v_coord;\n\t\t\tuniform float time;\n\t\t\t";LiteGraph.registerNodeType("texture/shader",LGraphTextureShader);var LGraphTextureScaleOffset=function(){this.addInput("in","Texture");this.addInput("scale","vec2");this.addInput("offset", -"vec2");this.addOutput("out","Texture");this.properties={offset:vec2.fromValues(0,0),scale:vec2.fromValues(1,1),precision:LGraphTexture.DEFAULT}};LGraphTextureScaleOffset.widgets_info={precision:{widget:"combo",values:LGraphTexture.MODE_VALUES}};LGraphTextureScaleOffset.title="Scale/Offset";LGraphTextureScaleOffset.desc="Applies an scaling and offseting";LGraphTextureScaleOffset.prototype.onExecute=function(){var a=this.getInputData(0);if(this.isOutputConnected(0)&&a)if(this.properties.precision=== -LGraphTexture.PASS_THROUGH)this.setOutputData(0,a);else{var b=a.width,c=a.height,d=this.precision===LGraphTexture.LOW?gl.UNSIGNED_BYTE:gl.HIGH_PRECISION_FORMAT;this.precision===LGraphTexture.DEFAULT&&(d=a.type);this._tex&&this._tex.width==b&&this._tex.height==c&&this._tex.type==d||(this._tex=new GL.Texture(b,c,{type:d,format:gl.RGBA,filter:gl.LINEAR}));var e=this._shader;e||(e=new GL.Shader(GL.Shader.SCREEN_VERTEX_SHADER,LGraphTextureScaleOffset.pixel_shader));var f=this.getInputData(1);f?(this.properties.scale[0]= -f[0],this.properties.scale[1]=f[1]):f=this.properties.scale;var g=this.getInputData(2);g?(this.properties.offset[0]=g[0],this.properties.offset[1]=g[1]):g=this.properties.offset;this._tex.drawTo(function(){gl.disable(gl.DEPTH_TEST);gl.disable(gl.CULL_FACE);gl.disable(gl.BLEND);a.bind(0);var b=Mesh.getScreenQuad();e.uniforms({u_texture:0,u_scale:f,u_offset:g}).draw(b)});this.setOutputData(0,this._tex)}};LGraphTextureScaleOffset.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 u_scale;\n\t\t\tuniform vec2 u_offset;\n\t\t\t\n\t\t\tvoid main() {\n\t\t\t\tvec2 uv = v_coord;\n\t\t\t\tuv = uv / u_scale - u_offset;\n\t\t\t\tgl_FragColor = texture2D(u_texture, uv);\n\t\t\t}\n\t\t\t"; +filter:gl.LINEAR}));var e=this._tex,d=this._shader,g=this.graph.getTime();e.drawTo(function(){d.uniforms({texSize:[e.width,e.height],time:g}).draw(Mesh.getScreenQuad())});this.setOutputData(0,this._tex)}};LGraphTextureShader.pixel_shader="precision highp float;\n\t\t\t\n\t\t\tvarying vec2 v_coord;\n\t\t\tuniform float time;\n\t\t\t";LiteGraph.registerNodeType("texture/shader",LGraphTextureShader);var LGraphTextureScaleOffset=function(){this.addInput("in","Texture");this.addInput("scale","vec2");this.addInput("offset", +"vec2");this.addOutput("out","Texture");this.properties={offset:vec2.fromValues(0,0),scale:vec2.fromValues(1,1),precision:LGraphTexture.DEFAULT}};LGraphTextureScaleOffset.widgets_info={precision:{widget:"combo",values:LGraphTexture.MODE_VALUES}};LGraphTextureScaleOffset.title="Scale/Offset";LGraphTextureScaleOffset.desc="Applies an scaling and offseting";LGraphTextureScaleOffset.prototype.onExecute=function(){var e=this.getInputData(0);if(this.isOutputConnected(0)&&e)if(this.properties.precision=== +LGraphTexture.PASS_THROUGH)this.setOutputData(0,e);else{var d=e.width,g=e.height,k=this.precision===LGraphTexture.LOW?gl.UNSIGNED_BYTE:gl.HIGH_PRECISION_FORMAT;this.precision===LGraphTexture.DEFAULT&&(k=e.type);this._tex&&this._tex.width==d&&this._tex.height==g&&this._tex.type==k||(this._tex=new GL.Texture(d,g,{type:k,format:gl.RGBA,filter:gl.LINEAR}));var h=this._shader;h||(h=new GL.Shader(GL.Shader.SCREEN_VERTEX_SHADER,LGraphTextureScaleOffset.pixel_shader));var a=this.getInputData(1);a?(this.properties.scale[0]= +a[0],this.properties.scale[1]=a[1]):a=this.properties.scale;var b=this.getInputData(2);b?(this.properties.offset[0]=b[0],this.properties.offset[1]=b[1]):b=this.properties.offset;this._tex.drawTo(function(){gl.disable(gl.DEPTH_TEST);gl.disable(gl.CULL_FACE);gl.disable(gl.BLEND);e.bind(0);var c=Mesh.getScreenQuad();h.uniforms({u_texture:0,u_scale:a,u_offset:b}).draw(c)});this.setOutputData(0,this._tex)}};LGraphTextureScaleOffset.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 u_scale;\n\t\t\tuniform vec2 u_offset;\n\t\t\t\n\t\t\tvoid main() {\n\t\t\t\tvec2 uv = v_coord;\n\t\t\t\tuv = uv / u_scale - u_offset;\n\t\t\t\tgl_FragColor = texture2D(u_texture, uv);\n\t\t\t}\n\t\t\t"; LiteGraph.registerNodeType("texture/scaleOffset",LGraphTextureScaleOffset);var LGraphTextureWarp=function(){this.addInput("in","Texture");this.addInput("warp","Texture");this.addInput("factor","number");this.addOutput("out","Texture");this.properties={factor:0.01,precision:LGraphTexture.DEFAULT}};LGraphTextureWarp.widgets_info={precision:{widget:"combo",values:LGraphTexture.MODE_VALUES}};LGraphTextureWarp.title="Warp";LGraphTextureWarp.desc="Texture warp operation";LGraphTextureWarp.prototype.onExecute= -function(){var a=this.getInputData(0);if(this.isOutputConnected(0))if(this.properties.precision===LGraphTexture.PASS_THROUGH)this.setOutputData(0,a);else{var b=this.getInputData(1),c=512,d=512;a?(c=a.width,d=a.height):b&&(c=b.width,d=b.height);this._tex=a||this._tex?LGraphTexture.getTargetTexture(a||this._tex,this._tex,this.properties.precision):new GL.Texture(c,d,{type:this.precision===LGraphTexture.LOW?gl.UNSIGNED_BYTE:gl.HIGH_PRECISION_FORMAT,format:gl.RGBA,filter:gl.LINEAR});var e=this._shader; -e||(e=new GL.Shader(GL.Shader.SCREEN_VERTEX_SHADER,LGraphTextureWarp.pixel_shader));var f=this.getInputData(2);null!=f?this.properties.factor=f:f=parseFloat(this.properties.factor);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 c=Mesh.getScreenQuad();e.uniforms({u_texture:0,u_textureB:1,u_factor:f}).draw(c)});this.setOutputData(0,this._tex)}};LGraphTextureWarp.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 float u_factor;\n\t\t\t\n\t\t\tvoid main() {\n\t\t\t\tvec2 uv = v_coord;\n\t\t\t\tuv += texture2D(u_textureB, uv).rg * u_factor;\n\t\t\t\tgl_FragColor = texture2D(u_texture, uv);\n\t\t\t}\n\t\t\t"; -LiteGraph.registerNodeType("texture/warp",LGraphTextureWarp);var LGraphTextureToViewport=function(){this.addInput("Texture","Texture");this.properties={additive:!1,antialiasing:!1,filter:!0,disable_alpha:!1,gamma:1};this.size[0]=130};LGraphTextureToViewport.title="to Viewport";LGraphTextureToViewport.desc="Texture to viewport";LGraphTextureToViewport.prototype.onExecute=function(){var a=this.getInputData(0);if(a){this.properties.disable_alpha?gl.disable(gl.BLEND):(gl.enable(gl.BLEND),this.properties.additive? -gl.blendFunc(gl.SRC_ALPHA,gl.ONE):gl.blendFunc(gl.SRC_ALPHA,gl.ONE_MINUS_SRC_ALPHA));gl.disable(gl.DEPTH_TEST);var b=this.properties.gamma||1;this.isInputConnected(1)&&(b=this.getInputData(1));a.setParameter(gl.TEXTURE_MAG_FILTER,this.properties.filter?gl.LINEAR:gl.NEAREST);if(this.properties.antialiasing){LGraphTextureToViewport._shader||(LGraphTextureToViewport._shader=new GL.Shader(GL.Shader.SCREEN_VERTEX_SHADER,LGraphTextureToViewport.aa_pixel_shader));gl.getViewport();var c=Mesh.getScreenQuad(); -a.bind(0);LGraphTextureToViewport._shader.uniforms({u_texture:0,uViewportSize:[a.width,a.height],u_igamma:1/b,inverseVP:[1/a.width,1/a.height]}).draw(c)}else 1!=b?(LGraphTextureToViewport._gamma_shader||(LGraphTextureToViewport._gamma_shader=new GL.Shader(Shader.SCREEN_VERTEX_SHADER,LGraphTextureToViewport.gamma_pixel_shader)),a.toViewport(LGraphTextureToViewport._gamma_shader,{u_texture:0,u_igamma:1/b})):a.toViewport()}};LGraphTextureToViewport.prototype.onGetInputs=function(){return[["gamma","number"]]}; +function(){var e=this.getInputData(0);if(this.isOutputConnected(0))if(this.properties.precision===LGraphTexture.PASS_THROUGH)this.setOutputData(0,e);else{var d=this.getInputData(1),g=512,k=512;e?(g=e.width,k=e.height):d&&(g=d.width,k=d.height);this._tex=e||this._tex?LGraphTexture.getTargetTexture(e||this._tex,this._tex,this.properties.precision):new GL.Texture(g,k,{type:this.precision===LGraphTexture.LOW?gl.UNSIGNED_BYTE:gl.HIGH_PRECISION_FORMAT,format:gl.RGBA,filter:gl.LINEAR});var h=this._shader; +h||(h=new GL.Shader(GL.Shader.SCREEN_VERTEX_SHADER,LGraphTextureWarp.pixel_shader));var a=this.getInputData(2);null!=a?this.properties.factor=a:a=parseFloat(this.properties.factor);this._tex.drawTo(function(){gl.disable(gl.DEPTH_TEST);gl.disable(gl.CULL_FACE);gl.disable(gl.BLEND);e&&e.bind(0);d&&d.bind(1);var b=Mesh.getScreenQuad();h.uniforms({u_texture:0,u_textureB:1,u_factor:a}).draw(b)});this.setOutputData(0,this._tex)}};LGraphTextureWarp.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 float u_factor;\n\t\t\t\n\t\t\tvoid main() {\n\t\t\t\tvec2 uv = v_coord;\n\t\t\t\tuv += texture2D(u_textureB, uv).rg * u_factor;\n\t\t\t\tgl_FragColor = texture2D(u_texture, uv);\n\t\t\t}\n\t\t\t"; +LiteGraph.registerNodeType("texture/warp",LGraphTextureWarp);var LGraphTextureToViewport=function(){this.addInput("Texture","Texture");this.properties={additive:!1,antialiasing:!1,filter:!0,disable_alpha:!1,gamma:1};this.size[0]=130};LGraphTextureToViewport.title="to Viewport";LGraphTextureToViewport.desc="Texture to viewport";LGraphTextureToViewport.prototype.onExecute=function(){var e=this.getInputData(0);if(e){this.properties.disable_alpha?gl.disable(gl.BLEND):(gl.enable(gl.BLEND),this.properties.additive? +gl.blendFunc(gl.SRC_ALPHA,gl.ONE):gl.blendFunc(gl.SRC_ALPHA,gl.ONE_MINUS_SRC_ALPHA));gl.disable(gl.DEPTH_TEST);var d=this.properties.gamma||1;this.isInputConnected(1)&&(d=this.getInputData(1));e.setParameter(gl.TEXTURE_MAG_FILTER,this.properties.filter?gl.LINEAR:gl.NEAREST);if(this.properties.antialiasing){LGraphTextureToViewport._shader||(LGraphTextureToViewport._shader=new GL.Shader(GL.Shader.SCREEN_VERTEX_SHADER,LGraphTextureToViewport.aa_pixel_shader));gl.getViewport();var g=Mesh.getScreenQuad(); +e.bind(0);LGraphTextureToViewport._shader.uniforms({u_texture:0,uViewportSize:[e.width,e.height],u_igamma:1/d,inverseVP:[1/e.width,1/e.height]}).draw(g)}else 1!=d?(LGraphTextureToViewport._gamma_shader||(LGraphTextureToViewport._gamma_shader=new GL.Shader(Shader.SCREEN_VERTEX_SHADER,LGraphTextureToViewport.gamma_pixel_shader)),e.toViewport(LGraphTextureToViewport._gamma_shader,{u_texture:0,u_igamma:1/d})):e.toViewport()}};LGraphTextureToViewport.prototype.onGetInputs=function(){return[["gamma","number"]]}; LGraphTextureToViewport.aa_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 uViewportSize;\n\t\t\tuniform vec2 inverseVP;\n\t\t\tuniform float u_igamma;\n\t\t\t#define FXAA_REDUCE_MIN (1.0/ 128.0)\n\t\t\t#define FXAA_REDUCE_MUL (1.0 / 8.0)\n\t\t\t#define FXAA_SPAN_MAX 8.0\n\t\t\t\n\t\t\t/* from mitsuhiko/webgl-meincraft based on the code on geeks3d.com */\n\t\t\tvec4 applyFXAA(sampler2D tex, vec2 fragCoord)\n\t\t\t{\n\t\t\t\tvec4 color = vec4(0.0);\n\t\t\t\t/*vec2 inverseVP = vec2(1.0 / uViewportSize.x, 1.0 / uViewportSize.y);*/\n\t\t\t\tvec3 rgbNW = texture2D(tex, (fragCoord + vec2(-1.0, -1.0)) * inverseVP).xyz;\n\t\t\t\tvec3 rgbNE = texture2D(tex, (fragCoord + vec2(1.0, -1.0)) * inverseVP).xyz;\n\t\t\t\tvec3 rgbSW = texture2D(tex, (fragCoord + vec2(-1.0, 1.0)) * inverseVP).xyz;\n\t\t\t\tvec3 rgbSE = texture2D(tex, (fragCoord + vec2(1.0, 1.0)) * inverseVP).xyz;\n\t\t\t\tvec3 rgbM = texture2D(tex, fragCoord * inverseVP).xyz;\n\t\t\t\tvec3 luma = vec3(0.299, 0.587, 0.114);\n\t\t\t\tfloat lumaNW = dot(rgbNW, luma);\n\t\t\t\tfloat lumaNE = dot(rgbNE, luma);\n\t\t\t\tfloat lumaSW = dot(rgbSW, luma);\n\t\t\t\tfloat lumaSE = dot(rgbSE, luma);\n\t\t\t\tfloat lumaM = dot(rgbM, luma);\n\t\t\t\tfloat lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\n\t\t\t\tfloat lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\n\t\t\t\t\n\t\t\t\tvec2 dir;\n\t\t\t\tdir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));\n\t\t\t\tdir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));\n\t\t\t\t\n\t\t\t\tfloat dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);\n\t\t\t\t\n\t\t\t\tfloat rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\n\t\t\t\tdir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX), max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), dir * rcpDirMin)) * inverseVP;\n\t\t\t\t\n\t\t\t\tvec3 rgbA = 0.5 * (texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz + \n\t\t\t\t\ttexture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);\n\t\t\t\tvec3 rgbB = rgbA * 0.5 + 0.25 * (texture2D(tex, fragCoord * inverseVP + dir * -0.5).xyz + \n\t\t\t\t\ttexture2D(tex, fragCoord * inverseVP + dir * 0.5).xyz);\n\t\t\t\t\n\t\t\t\t//return vec4(rgbA,1.0);\n\t\t\t\tfloat lumaB = dot(rgbB, luma);\n\t\t\t\tif ((lumaB < lumaMin) || (lumaB > lumaMax))\n\t\t\t\t\tcolor = vec4(rgbA, 1.0);\n\t\t\t\telse\n\t\t\t\t\tcolor = vec4(rgbB, 1.0);\n\t\t\t\tif(u_igamma != 1.0)\n\t\t\t\t\tcolor.xyz = pow( color.xyz, vec3(u_igamma) );\n\t\t\t\treturn color;\n\t\t\t}\n\t\t\t\n\t\t\tvoid main() {\n\t\t\t gl_FragColor = applyFXAA( u_texture, v_coord * uViewportSize) ;\n\t\t\t}\n\t\t\t"; LGraphTextureToViewport.gamma_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_igamma;\n\t\t\tvoid main() {\n\t\t\t\tvec4 color = texture2D( u_texture, v_coord);\n\t\t\t\tcolor.xyz = pow(color.xyz, vec3(u_igamma) );\n\t\t\t gl_FragColor = color;\n\t\t\t}\n\t\t\t";LiteGraph.registerNodeType("texture/toviewport",LGraphTextureToViewport);var LGraphTextureCopy=function(){this.addInput("Texture", -"Texture");this.addOutput("","Texture");this.properties={size:0,generate_mipmaps:!1,precision:LGraphTexture.DEFAULT}};LGraphTextureCopy.title="Copy";LGraphTextureCopy.desc="Copy Texture";LGraphTextureCopy.widgets_info={size:{widget:"combo",values:[0,32,64,128,256,512,1024,2048]},precision:{widget:"combo",values:LGraphTexture.MODE_VALUES}};LGraphTextureCopy.prototype.onExecute=function(){var a=this.getInputData(0);if((a||this._temp_texture)&&this.isOutputConnected(0)){if(a){var b=a.width,c=a.height; -0!=this.properties.size&&(c=b=this.properties.size);var d=this._temp_texture,e=a.type;this.properties.precision===LGraphTexture.LOW?e=gl.UNSIGNED_BYTE:this.properties.precision===LGraphTexture.HIGH&&(e=gl.HIGH_PRECISION_FORMAT);d&&d.width==b&&d.height==c&&d.type==e||(d=gl.LINEAR,this.properties.generate_mipmaps&&isPowerOfTwo(b)&&isPowerOfTwo(c)&&(d=gl.LINEAR_MIPMAP_LINEAR),this._temp_texture=new GL.Texture(b,c,{type:e,format:gl.RGBA,minFilter:d,magFilter:gl.LINEAR}));a.copyTo(this._temp_texture); +"Texture");this.addOutput("","Texture");this.properties={size:0,generate_mipmaps:!1,precision:LGraphTexture.DEFAULT}};LGraphTextureCopy.title="Copy";LGraphTextureCopy.desc="Copy Texture";LGraphTextureCopy.widgets_info={size:{widget:"combo",values:[0,32,64,128,256,512,1024,2048]},precision:{widget:"combo",values:LGraphTexture.MODE_VALUES}};LGraphTextureCopy.prototype.onExecute=function(){var e=this.getInputData(0);if((e||this._temp_texture)&&this.isOutputConnected(0)){if(e){var d=e.width,g=e.height; +0!=this.properties.size&&(g=d=this.properties.size);var k=this._temp_texture,h=e.type;this.properties.precision===LGraphTexture.LOW?h=gl.UNSIGNED_BYTE:this.properties.precision===LGraphTexture.HIGH&&(h=gl.HIGH_PRECISION_FORMAT);k&&k.width==d&&k.height==g&&k.type==h||(k=gl.LINEAR,this.properties.generate_mipmaps&&isPowerOfTwo(d)&&isPowerOfTwo(g)&&(k=gl.LINEAR_MIPMAP_LINEAR),this._temp_texture=new GL.Texture(d,g,{type:h,format:gl.RGBA,minFilter:k,magFilter:gl.LINEAR}));e.copyTo(this._temp_texture); this.properties.generate_mipmaps&&(this._temp_texture.bind(0),gl.generateMipmap(this._temp_texture.texture_type),this._temp_texture.unbind(0))}this.setOutputData(0,this._temp_texture)}};LiteGraph.registerNodeType("texture/copy",LGraphTextureCopy);var LGraphTextureAverage=function(){this.addInput("Texture","Texture");this.addOutput("","Texture");this.properties={low_precision:!1}};LGraphTextureAverage.title="Average";LGraphTextureAverage.desc="Compute the total average of a texture and stores it as a 1x1 pixel texture"; -LGraphTextureAverage.prototype.onExecute=function(){var a=this.getInputData(0);if(a&&this.isOutputConnected(0)){if(!LGraphTextureAverage._shader){LGraphTextureAverage._shader=new GL.Shader(Shader.SCREEN_VERTEX_SHADER,LGraphTextureAverage.pixel_shader);for(var b=new Float32Array(32),c=0;32>c;++c)b[c]=Math.random();LGraphTextureAverage._shader.uniforms({u_samples_a:b.subarray(0,16),u_samples_b:b.subarray(16,32)})}b=this._temp_texture;c=this.properties.low_precision?gl.UNSIGNED_BYTE:a.type;b&&b.type== -c||(this._temp_texture=new GL.Texture(1,1,{type:c,format:gl.RGBA,filter:gl.NEAREST}));var d=LGraphTextureAverage._shader;this._temp_texture.drawTo(function(){a.toViewport(d,{u_texture:0})});this.setOutputData(0,this._temp_texture)}};LGraphTextureAverage.pixel_shader="precision highp float;\n\t\t\tprecision highp float;\n\t\t\tuniform mat4 u_samples_a;\n\t\t\tuniform mat4 u_samples_b;\n\t\t\tuniform sampler2D u_texture;\n\t\t\tvarying vec2 v_coord;\n\t\t\t\n\t\t\tvoid main() {\n\t\t\t\tvec4 color = vec4(0.0);\n\t\t\t\tfor(int i = 0; i < 4; ++i)\n\t\t\t\t\tfor(int j = 0; j < 4; ++j)\n\t\t\t\t\t{\n\t\t\t\t\t\tcolor += texture2D(u_texture, vec2( u_samples_a[i][j], u_samples_b[i][j] ) );\n\t\t\t\t\t\tcolor += texture2D(u_texture, vec2( 1.0 - u_samples_a[i][j], u_samples_b[i][j] ) );\n\t\t\t\t\t}\n\t\t\t gl_FragColor = color * 0.03125;\n\t\t\t}\n\t\t\t"; -LiteGraph.registerNodeType("texture/average",LGraphTextureAverage);var LGraphImageToTexture=function(){this.addInput("Image","image");this.addOutput("","Texture");this.properties={}};LGraphImageToTexture.title="Image to Texture";LGraphImageToTexture.desc="Uploads an image to the GPU";LGraphImageToTexture.prototype.onExecute=function(){var a=this.getInputData(0);if(a){var b=a.videoWidth||a.width,c=a.videoHeight||a.height;if(a.gltexture)this.setOutputData(0,a.gltexture);else{var d=this._temp_texture; -d&&d.width==b&&d.height==c||(this._temp_texture=new GL.Texture(b,c,{format:gl.RGBA,filter:gl.LINEAR}));try{this._temp_texture.uploadImage(a)}catch(e){console.error("image comes from an unsafe location, cannot be uploaded to webgl");return}this.setOutputData(0,this._temp_texture)}}};LiteGraph.registerNodeType("texture/imageToTexture",LGraphImageToTexture);var LGraphTextureLUT=function(){this.addInput("Texture","Texture");this.addInput("LUT","Texture");this.addInput("Intensity","number");this.addOutput("", -"Texture");this.properties={intensity:1,precision:LGraphTexture.DEFAULT,texture:null};LGraphTextureLUT._shader||(LGraphTextureLUT._shader=new GL.Shader(Shader.SCREEN_VERTEX_SHADER,LGraphTextureLUT.pixel_shader))};LGraphTextureLUT.widgets_info={precision:{widget:"combo",values:LGraphTexture.MODE_VALUES}};LGraphTextureLUT.title="LUT";LGraphTextureLUT.desc="Apply LUT to Texture";LGraphTextureLUT.widgets_info={texture:{widget:"texture"}};LGraphTextureLUT.prototype.onExecute=function(){if(this.isOutputConnected(0)){var a= -this.getInputData(0);if(this.properties.precision===LGraphTexture.PASS_THROUGH)this.setOutputData(0,a);else if(a){var b=this.getInputData(1);b||(b=LGraphTexture.getTexture(this.properties.texture));if(b){b.bind(0);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_MIN_FILTER,gl.LINEAR);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_S,gl.CLAMP_TO_EDGE);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_T,gl.CLAMP_TO_EDGE);gl.bindTexture(gl.TEXTURE_2D,null);var c=this.properties.intensity;this.isInputConnected(2)&& -(this.properties.intensity=c=this.getInputData(2));this._tex=LGraphTexture.getTargetTexture(a,this._tex,this.properties.precision);this._tex.drawTo(function(){b.bind(1);a.toViewport(LGraphTextureLUT._shader,{u_texture:0,u_textureB:1,u_amount:c})});this.setOutputData(0,this._tex)}else this.setOutputData(0,a)}}};LGraphTextureLUT.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 sampler2D u_textureB;\n\t\t\tuniform float u_amount;\n\t\t\t\n\t\t\tvoid main() {\n\t\t\t\t lowp vec4 textureColor = clamp( texture2D(u_texture, v_coord), vec4(0.0), vec4(1.0) );\n\t\t\t\t mediump float blueColor = textureColor.b * 63.0;\n\t\t\t\t mediump vec2 quad1;\n\t\t\t\t quad1.y = floor(floor(blueColor) / 8.0);\n\t\t\t\t quad1.x = floor(blueColor) - (quad1.y * 8.0);\n\t\t\t\t mediump vec2 quad2;\n\t\t\t\t quad2.y = floor(ceil(blueColor) / 8.0);\n\t\t\t\t quad2.x = ceil(blueColor) - (quad2.y * 8.0);\n\t\t\t\t highp vec2 texPos1;\n\t\t\t\t texPos1.x = (quad1.x * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.r);\n\t\t\t\t texPos1.y = 1.0 - ((quad1.y * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.g));\n\t\t\t\t highp vec2 texPos2;\n\t\t\t\t texPos2.x = (quad2.x * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.r);\n\t\t\t\t texPos2.y = 1.0 - ((quad2.y * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.g));\n\t\t\t\t lowp vec4 newColor1 = texture2D(u_textureB, texPos1);\n\t\t\t\t lowp vec4 newColor2 = texture2D(u_textureB, texPos2);\n\t\t\t\t lowp vec4 newColor = mix(newColor1, newColor2, fract(blueColor));\n\t\t\t\t gl_FragColor = vec4( mix( textureColor.rgb, newColor.rgb, u_amount), textureColor.w);\n\t\t\t}\n\t\t\t"; +LGraphTextureAverage.prototype.onExecute=function(){var e=this.getInputData(0);if(e&&this.isOutputConnected(0)){if(!LGraphTextureAverage._shader){LGraphTextureAverage._shader=new GL.Shader(Shader.SCREEN_VERTEX_SHADER,LGraphTextureAverage.pixel_shader);for(var d=new Float32Array(32),g=0;32>g;++g)d[g]=Math.random();LGraphTextureAverage._shader.uniforms({u_samples_a:d.subarray(0,16),u_samples_b:d.subarray(16,32)})}d=this._temp_texture;g=this.properties.low_precision?gl.UNSIGNED_BYTE:e.type;d&&d.type== +g||(this._temp_texture=new GL.Texture(1,1,{type:g,format:gl.RGBA,filter:gl.NEAREST}));var k=LGraphTextureAverage._shader;this._temp_texture.drawTo(function(){e.toViewport(k,{u_texture:0})});this.setOutputData(0,this._temp_texture)}};LGraphTextureAverage.pixel_shader="precision highp float;\n\t\t\tprecision highp float;\n\t\t\tuniform mat4 u_samples_a;\n\t\t\tuniform mat4 u_samples_b;\n\t\t\tuniform sampler2D u_texture;\n\t\t\tvarying vec2 v_coord;\n\t\t\t\n\t\t\tvoid main() {\n\t\t\t\tvec4 color = vec4(0.0);\n\t\t\t\tfor(int i = 0; i < 4; ++i)\n\t\t\t\t\tfor(int j = 0; j < 4; ++j)\n\t\t\t\t\t{\n\t\t\t\t\t\tcolor += texture2D(u_texture, vec2( u_samples_a[i][j], u_samples_b[i][j] ) );\n\t\t\t\t\t\tcolor += texture2D(u_texture, vec2( 1.0 - u_samples_a[i][j], u_samples_b[i][j] ) );\n\t\t\t\t\t}\n\t\t\t gl_FragColor = color * 0.03125;\n\t\t\t}\n\t\t\t"; +LiteGraph.registerNodeType("texture/average",LGraphTextureAverage);var LGraphImageToTexture=function(){this.addInput("Image","image");this.addOutput("","Texture");this.properties={}};LGraphImageToTexture.title="Image to Texture";LGraphImageToTexture.desc="Uploads an image to the GPU";LGraphImageToTexture.prototype.onExecute=function(){var e=this.getInputData(0);if(e){var d=e.videoWidth||e.width,g=e.videoHeight||e.height;if(e.gltexture)this.setOutputData(0,e.gltexture);else{var k=this._temp_texture; +k&&k.width==d&&k.height==g||(this._temp_texture=new GL.Texture(d,g,{format:gl.RGBA,filter:gl.LINEAR}));try{this._temp_texture.uploadImage(e)}catch(h){console.error("image comes from an unsafe location, cannot be uploaded to webgl");return}this.setOutputData(0,this._temp_texture)}}};LiteGraph.registerNodeType("texture/imageToTexture",LGraphImageToTexture);var LGraphTextureLUT=function(){this.addInput("Texture","Texture");this.addInput("LUT","Texture");this.addInput("Intensity","number");this.addOutput("", +"Texture");this.properties={intensity:1,precision:LGraphTexture.DEFAULT,texture:null};LGraphTextureLUT._shader||(LGraphTextureLUT._shader=new GL.Shader(Shader.SCREEN_VERTEX_SHADER,LGraphTextureLUT.pixel_shader))};LGraphTextureLUT.widgets_info={precision:{widget:"combo",values:LGraphTexture.MODE_VALUES}};LGraphTextureLUT.title="LUT";LGraphTextureLUT.desc="Apply LUT to Texture";LGraphTextureLUT.widgets_info={texture:{widget:"texture"}};LGraphTextureLUT.prototype.onExecute=function(){if(this.isOutputConnected(0)){var e= +this.getInputData(0);if(this.properties.precision===LGraphTexture.PASS_THROUGH)this.setOutputData(0,e);else if(e){var d=this.getInputData(1);d||(d=LGraphTexture.getTexture(this.properties.texture));if(d){d.bind(0);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_MIN_FILTER,gl.LINEAR);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_S,gl.CLAMP_TO_EDGE);gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_T,gl.CLAMP_TO_EDGE);gl.bindTexture(gl.TEXTURE_2D,null);var g=this.properties.intensity;this.isInputConnected(2)&& +(this.properties.intensity=g=this.getInputData(2));this._tex=LGraphTexture.getTargetTexture(e,this._tex,this.properties.precision);this._tex.drawTo(function(){d.bind(1);e.toViewport(LGraphTextureLUT._shader,{u_texture:0,u_textureB:1,u_amount:g})});this.setOutputData(0,this._tex)}else this.setOutputData(0,e)}}};LGraphTextureLUT.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 sampler2D u_textureB;\n\t\t\tuniform float u_amount;\n\t\t\t\n\t\t\tvoid main() {\n\t\t\t\t lowp vec4 textureColor = clamp( texture2D(u_texture, v_coord), vec4(0.0), vec4(1.0) );\n\t\t\t\t mediump float blueColor = textureColor.b * 63.0;\n\t\t\t\t mediump vec2 quad1;\n\t\t\t\t quad1.y = floor(floor(blueColor) / 8.0);\n\t\t\t\t quad1.x = floor(blueColor) - (quad1.y * 8.0);\n\t\t\t\t mediump vec2 quad2;\n\t\t\t\t quad2.y = floor(ceil(blueColor) / 8.0);\n\t\t\t\t quad2.x = ceil(blueColor) - (quad2.y * 8.0);\n\t\t\t\t highp vec2 texPos1;\n\t\t\t\t texPos1.x = (quad1.x * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.r);\n\t\t\t\t texPos1.y = 1.0 - ((quad1.y * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.g));\n\t\t\t\t highp vec2 texPos2;\n\t\t\t\t texPos2.x = (quad2.x * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.r);\n\t\t\t\t texPos2.y = 1.0 - ((quad2.y * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.g));\n\t\t\t\t lowp vec4 newColor1 = texture2D(u_textureB, texPos1);\n\t\t\t\t lowp vec4 newColor2 = texture2D(u_textureB, texPos2);\n\t\t\t\t lowp vec4 newColor = mix(newColor1, newColor2, fract(blueColor));\n\t\t\t\t gl_FragColor = vec4( mix( textureColor.rgb, newColor.rgb, u_amount), textureColor.w);\n\t\t\t}\n\t\t\t"; LiteGraph.registerNodeType("texture/LUT",LGraphTextureLUT);var LGraphTextureChannels=function(){this.addInput("Texture","Texture");this.addOutput("R","Texture");this.addOutput("G","Texture");this.addOutput("B","Texture");this.addOutput("A","Texture");this.properties={};LGraphTextureChannels._shader||(LGraphTextureChannels._shader=new GL.Shader(Shader.SCREEN_VERTEX_SHADER,LGraphTextureChannels.pixel_shader))};LGraphTextureChannels.title="Texture to Channels";LGraphTextureChannels.desc="Split texture channels"; -LGraphTextureChannels.prototype.onExecute=function(){var a=this.getInputData(0);if(a){this._channels||(this._channels=Array(4));for(var b=0,c=0;4>c;c++)this.isOutputConnected(c)?(this._channels[c]&&this._channels[c].width==a.width&&this._channels[c].height==a.height&&this._channels[c].type==a.type||(this._channels[c]=new GL.Texture(a.width,a.height,{type:a.type,format:gl.RGBA,filter:gl.LINEAR})),b++):this._channels[c]=null;if(b){gl.disable(gl.BLEND);gl.disable(gl.DEPTH_TEST);for(var d=Mesh.getScreenQuad(), -e=LGraphTextureChannels._shader,f=[[1,0,0,0],[0,1,0,0],[0,0,1,0],[0,0,0,1]],c=0;4>c;c++)this._channels[c]&&(this._channels[c].drawTo(function(){a.bind(0);e.uniforms({u_texture:0,u_mask:f[c]}).draw(d)}),this.setOutputData(c,this._channels[c]))}}};LGraphTextureChannels.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 vec4 u_mask;\n\t\t\t\n\t\t\tvoid main() {\n\t\t\t gl_FragColor = vec4( vec3( length( texture2D(u_texture, v_coord) * u_mask )), 1.0 );\n\t\t\t}\n\t\t\t"; +LGraphTextureChannels.prototype.onExecute=function(){var e=this.getInputData(0);if(e){this._channels||(this._channels=Array(4));for(var d=0,g=0;4>g;g++)this.isOutputConnected(g)?(this._channels[g]&&this._channels[g].width==e.width&&this._channels[g].height==e.height&&this._channels[g].type==e.type||(this._channels[g]=new GL.Texture(e.width,e.height,{type:e.type,format:gl.RGBA,filter:gl.LINEAR})),d++):this._channels[g]=null;if(d){gl.disable(gl.BLEND);gl.disable(gl.DEPTH_TEST);for(var k=Mesh.getScreenQuad(), +h=LGraphTextureChannels._shader,a=[[1,0,0,0],[0,1,0,0],[0,0,1,0],[0,0,0,1]],g=0;4>g;g++)this._channels[g]&&(this._channels[g].drawTo(function(){e.bind(0);h.uniforms({u_texture:0,u_mask:a[g]}).draw(k)}),this.setOutputData(g,this._channels[g]))}}};LGraphTextureChannels.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 vec4 u_mask;\n\t\t\t\n\t\t\tvoid main() {\n\t\t\t gl_FragColor = vec4( vec3( length( texture2D(u_texture, v_coord) * u_mask )), 1.0 );\n\t\t\t}\n\t\t\t"; LiteGraph.registerNodeType("texture/textureChannels",LGraphTextureChannels);var LGraphChannelsTexture=function(){this.addInput("R","Texture");this.addInput("G","Texture");this.addInput("B","Texture");this.addInput("A","Texture");this.addOutput("Texture","Texture");this.properties={};LGraphChannelsTexture._shader||(LGraphChannelsTexture._shader=new GL.Shader(Shader.SCREEN_VERTEX_SHADER,LGraphChannelsTexture.pixel_shader))};LGraphChannelsTexture.title="Channels to Texture";LGraphChannelsTexture.desc= -"Split texture channels";LGraphChannelsTexture.prototype.onExecute=function(){var a=[this.getInputData(0),this.getInputData(1),this.getInputData(2),this.getInputData(3)];if(a[0]&&a[1]&&a[2]&&a[3]){gl.disable(gl.BLEND);gl.disable(gl.DEPTH_TEST);var b=Mesh.getScreenQuad(),c=LGraphChannelsTexture._shader;this._tex=LGraphTexture.getTargetTexture(a[0],this._tex);this._tex.drawTo(function(){a[0].bind(0);a[1].bind(1);a[2].bind(2);a[3].bind(3);c.uniforms({u_textureR:0,u_textureG:1,u_textureB:2,u_textureA:3}).draw(b)}); +"Split texture channels";LGraphChannelsTexture.prototype.onExecute=function(){var e=[this.getInputData(0),this.getInputData(1),this.getInputData(2),this.getInputData(3)];if(e[0]&&e[1]&&e[2]&&e[3]){gl.disable(gl.BLEND);gl.disable(gl.DEPTH_TEST);var d=Mesh.getScreenQuad(),g=LGraphChannelsTexture._shader;this._tex=LGraphTexture.getTargetTexture(e[0],this._tex);this._tex.drawTo(function(){e[0].bind(0);e[1].bind(1);e[2].bind(2);e[3].bind(3);g.uniforms({u_textureR:0,u_textureG:1,u_textureB:2,u_textureA:3}).draw(d)}); this.setOutputData(0,this._tex)}};LGraphChannelsTexture.pixel_shader="precision highp float;\n\t\t\tprecision highp float;\n\t\t\tvarying vec2 v_coord;\n\t\t\tuniform sampler2D u_textureR;\n\t\t\tuniform sampler2D u_textureG;\n\t\t\tuniform sampler2D u_textureB;\n\t\t\tuniform sampler2D u_textureA;\n\t\t\t\n\t\t\tvoid main() {\n\t\t\t gl_FragColor = vec4( \t\t\t\t\t\ttexture2D(u_textureR, v_coord).r,\t\t\t\t\t\ttexture2D(u_textureG, v_coord).r,\t\t\t\t\t\ttexture2D(u_textureB, v_coord).r,\t\t\t\t\t\ttexture2D(u_textureA, v_coord).r);\n\t\t\t}\n\t\t\t"; LiteGraph.registerNodeType("texture/channelsTexture",LGraphChannelsTexture);var LGraphTextureGradient=function(){this.addInput("A","color");this.addInput("B","color");this.addOutput("Texture","Texture");this.properties={angle:0,scale:1,A:[0,0,0],B:[1,1,1],texture_size:32};LGraphTextureGradient._shader||(LGraphTextureGradient._shader=new GL.Shader(Shader.SCREEN_VERTEX_SHADER,LGraphTextureGradient.pixel_shader));this._uniforms={u_angle:0,u_colorA:vec3.create(),u_colorB:vec3.create()}};LGraphTextureGradient.title= -"Gradient";LGraphTextureGradient.desc="Generates a gradient";LGraphTextureGradient["@A"]={type:"color"};LGraphTextureGradient["@B"]={type:"color"};LGraphTextureGradient["@texture_size"]={type:"enum",values:[32,64,128,256,512]};LGraphTextureGradient.prototype.onExecute=function(){gl.disable(gl.BLEND);gl.disable(gl.DEPTH_TEST);var a=GL.Mesh.getScreenQuad(),b=LGraphTextureGradient._shader,c=this.getInputData(0);c||(c=this.properties.A);var d=this.getInputData(1);d||(d=this.properties.B);for(var e=2;e< -this.inputs.length;e++){var f=this.inputs[e],g=this.getInputData(e);void 0!==g&&(this.properties[f.name]=g)}var h=this._uniforms;this._uniforms.u_angle=this.properties.angle*DEG2RAD;this._uniforms.u_scale=this.properties.scale;vec3.copy(h.u_colorA,c);vec3.copy(h.u_colorB,d);c=parseInt(this.properties.texture_size);this._tex&&this._tex.width==c||(this._tex=new GL.Texture(c,c,{format:gl.RGB,filter:gl.LINEAR}));this._tex.drawTo(function(){b.uniforms(h).draw(a)});this.setOutputData(0,this._tex)};LGraphTextureGradient.prototype.onGetInputs= +"Gradient";LGraphTextureGradient.desc="Generates a gradient";LGraphTextureGradient["@A"]={type:"color"};LGraphTextureGradient["@B"]={type:"color"};LGraphTextureGradient["@texture_size"]={type:"enum",values:[32,64,128,256,512]};LGraphTextureGradient.prototype.onExecute=function(){gl.disable(gl.BLEND);gl.disable(gl.DEPTH_TEST);var e=GL.Mesh.getScreenQuad(),d=LGraphTextureGradient._shader,g=this.getInputData(0);g||(g=this.properties.A);var k=this.getInputData(1);k||(k=this.properties.B);for(var h=2;h< +this.inputs.length;h++){var a=this.inputs[h],b=this.getInputData(h);void 0!==b&&(this.properties[a.name]=b)}var c=this._uniforms;this._uniforms.u_angle=this.properties.angle*DEG2RAD;this._uniforms.u_scale=this.properties.scale;vec3.copy(c.u_colorA,g);vec3.copy(c.u_colorB,k);g=parseInt(this.properties.texture_size);this._tex&&this._tex.width==g||(this._tex=new GL.Texture(g,g,{format:gl.RGB,filter:gl.LINEAR}));this._tex.drawTo(function(){d.uniforms(c).draw(e)});this.setOutputData(0,this._tex)};LGraphTextureGradient.prototype.onGetInputs= function(){return[["angle","number"],["scale","number"]]};LGraphTextureGradient.pixel_shader="precision highp float;\n\t\t\tprecision highp float;\n\t\t\tvarying vec2 v_coord;\n\t\t\tuniform float u_angle;\n\t\t\tuniform float u_scale;\n\t\t\tuniform vec3 u_colorA;\n\t\t\tuniform vec3 u_colorB;\n\t\t\t\n\t\t\tvec2 rotate(vec2 v, float angle)\n\t\t\t{\n\t\t\t\tvec2 result;\n\t\t\t\tfloat _cos = cos(angle);\n\t\t\t\tfloat _sin = sin(angle);\n\t\t\t\tresult.x = v.x * _cos - v.y * _sin;\n\t\t\t\tresult.y = v.x * _sin + v.y * _cos;\n\t\t\t\treturn result;\n\t\t\t}\n\t\t\tvoid main() {\n\t\t\t\tfloat f = (rotate(u_scale * (v_coord - vec2(0.5)), u_angle) + vec2(0.5)).x;\n\t\t\t\tvec3 color = mix(u_colorA,u_colorB,clamp(f,0.0,1.0));\n\t\t\t gl_FragColor = vec4(color,1.0);\n\t\t\t}\n\t\t\t"; LiteGraph.registerNodeType("texture/gradient",LGraphTextureGradient);var LGraphTextureMix=function(){this.addInput("A","Texture");this.addInput("B","Texture");this.addInput("Mixer","Texture");this.addOutput("Texture","Texture");this.properties={precision:LGraphTexture.DEFAULT};LGraphTextureMix._shader||(LGraphTextureMix._shader=new GL.Shader(Shader.SCREEN_VERTEX_SHADER,LGraphTextureMix.pixel_shader))};LGraphTextureMix.title="Mix";LGraphTextureMix.desc="Generates a texture mixing two textures";LGraphTextureMix.widgets_info= -{precision:{widget:"combo",values:LGraphTexture.MODE_VALUES}};LGraphTextureMix.prototype.onExecute=function(){var a=this.getInputData(0);if(this.isOutputConnected(0))if(this.properties.precision===LGraphTexture.PASS_THROUGH)this.setOutputData(0,a);else{var b=this.getInputData(1),c=this.getInputData(2);if(a&&b&&c){this._tex=LGraphTexture.getTargetTexture(a,this._tex,this.properties.precision);gl.disable(gl.BLEND);gl.disable(gl.DEPTH_TEST);var d=Mesh.getScreenQuad(),e=LGraphTextureMix._shader;this._tex.drawTo(function(){a.bind(0); -b.bind(1);c.bind(2);e.uniforms({u_textureA:0,u_textureB:1,u_textureMix:2}).draw(d)});this.setOutputData(0,this._tex)}}};LGraphTextureMix.pixel_shader="precision highp float;\n\t\t\tprecision highp float;\n\t\t\tvarying vec2 v_coord;\n\t\t\tuniform sampler2D u_textureA;\n\t\t\tuniform sampler2D u_textureB;\n\t\t\tuniform sampler2D u_textureMix;\n\t\t\t\n\t\t\tvoid main() {\n\t\t\t gl_FragColor = mix( texture2D(u_textureA, v_coord), texture2D(u_textureB, v_coord), texture2D(u_textureMix, v_coord) );\n\t\t\t}\n\t\t\t"; +{precision:{widget:"combo",values:LGraphTexture.MODE_VALUES}};LGraphTextureMix.prototype.onExecute=function(){var e=this.getInputData(0);if(this.isOutputConnected(0))if(this.properties.precision===LGraphTexture.PASS_THROUGH)this.setOutputData(0,e);else{var d=this.getInputData(1),g=this.getInputData(2);if(e&&d&&g){this._tex=LGraphTexture.getTargetTexture(e,this._tex,this.properties.precision);gl.disable(gl.BLEND);gl.disable(gl.DEPTH_TEST);var k=Mesh.getScreenQuad(),h=LGraphTextureMix._shader;this._tex.drawTo(function(){e.bind(0); +d.bind(1);g.bind(2);h.uniforms({u_textureA:0,u_textureB:1,u_textureMix:2}).draw(k)});this.setOutputData(0,this._tex)}}};LGraphTextureMix.pixel_shader="precision highp float;\n\t\t\tprecision highp float;\n\t\t\tvarying vec2 v_coord;\n\t\t\tuniform sampler2D u_textureA;\n\t\t\tuniform sampler2D u_textureB;\n\t\t\tuniform sampler2D u_textureMix;\n\t\t\t\n\t\t\tvoid main() {\n\t\t\t gl_FragColor = mix( texture2D(u_textureA, v_coord), texture2D(u_textureB, v_coord), texture2D(u_textureMix, v_coord) );\n\t\t\t}\n\t\t\t"; LiteGraph.registerNodeType("texture/mix",LGraphTextureMix);var LGraphTextureEdges=function(){this.addInput("Tex.","Texture");this.addOutput("Edges","Texture");this.properties={invert:!0,factor:1,precision:LGraphTexture.DEFAULT};LGraphTextureEdges._shader||(LGraphTextureEdges._shader=new GL.Shader(Shader.SCREEN_VERTEX_SHADER,LGraphTextureEdges.pixel_shader))};LGraphTextureEdges.title="Edges";LGraphTextureEdges.desc="Detects edges";LGraphTextureEdges.widgets_info={precision:{widget:"combo",values:LGraphTexture.MODE_VALUES}}; -LGraphTextureEdges.prototype.onExecute=function(){if(this.isOutputConnected(0)){var a=this.getInputData(0);if(this.properties.precision===LGraphTexture.PASS_THROUGH)this.setOutputData(0,a);else if(a){this._tex=LGraphTexture.getTargetTexture(a,this._tex,this.properties.precision);gl.disable(gl.BLEND);gl.disable(gl.DEPTH_TEST);var b=Mesh.getScreenQuad(),c=LGraphTextureEdges._shader,d=this.properties.invert,e=this.properties.factor;this._tex.drawTo(function(){a.bind(0);c.uniforms({u_texture:0,u_isize:[1/ -a.width,1/a.height],u_factor:e,u_invert:d?1:0}).draw(b)});this.setOutputData(0,this._tex)}}};LGraphTextureEdges.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_isize;\n\t\t\tuniform int u_invert;\n\t\t\tuniform float u_factor;\n\t\t\t\n\t\t\tvoid main() {\n\t\t\t\tvec4 center = texture2D(u_texture, v_coord);\n\t\t\t\tvec4 up = texture2D(u_texture, v_coord + u_isize * vec2(0.0,1.0) );\n\t\t\t\tvec4 down = texture2D(u_texture, v_coord + u_isize * vec2(0.0,-1.0) );\n\t\t\t\tvec4 left = texture2D(u_texture, v_coord + u_isize * vec2(1.0,0.0) );\n\t\t\t\tvec4 right = texture2D(u_texture, v_coord + u_isize * vec2(-1.0,0.0) );\n\t\t\t\tvec4 diff = abs(center - up) + abs(center - down) + abs(center - left) + abs(center - right);\n\t\t\t\tdiff *= u_factor;\n\t\t\t\tif(u_invert == 1)\n\t\t\t\t\tdiff.xyz = vec3(1.0) - diff.xyz;\n\t\t\t gl_FragColor = vec4( diff.xyz, center.a );\n\t\t\t}\n\t\t\t"; +LGraphTextureEdges.prototype.onExecute=function(){if(this.isOutputConnected(0)){var e=this.getInputData(0);if(this.properties.precision===LGraphTexture.PASS_THROUGH)this.setOutputData(0,e);else if(e){this._tex=LGraphTexture.getTargetTexture(e,this._tex,this.properties.precision);gl.disable(gl.BLEND);gl.disable(gl.DEPTH_TEST);var d=Mesh.getScreenQuad(),g=LGraphTextureEdges._shader,k=this.properties.invert,h=this.properties.factor;this._tex.drawTo(function(){e.bind(0);g.uniforms({u_texture:0,u_isize:[1/ +e.width,1/e.height],u_factor:h,u_invert:k?1:0}).draw(d)});this.setOutputData(0,this._tex)}}};LGraphTextureEdges.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_isize;\n\t\t\tuniform int u_invert;\n\t\t\tuniform float u_factor;\n\t\t\t\n\t\t\tvoid main() {\n\t\t\t\tvec4 center = texture2D(u_texture, v_coord);\n\t\t\t\tvec4 up = texture2D(u_texture, v_coord + u_isize * vec2(0.0,1.0) );\n\t\t\t\tvec4 down = texture2D(u_texture, v_coord + u_isize * vec2(0.0,-1.0) );\n\t\t\t\tvec4 left = texture2D(u_texture, v_coord + u_isize * vec2(1.0,0.0) );\n\t\t\t\tvec4 right = texture2D(u_texture, v_coord + u_isize * vec2(-1.0,0.0) );\n\t\t\t\tvec4 diff = abs(center - up) + abs(center - down) + abs(center - left) + abs(center - right);\n\t\t\t\tdiff *= u_factor;\n\t\t\t\tif(u_invert == 1)\n\t\t\t\t\tdiff.xyz = vec3(1.0) - diff.xyz;\n\t\t\t gl_FragColor = vec4( diff.xyz, center.a );\n\t\t\t}\n\t\t\t"; LiteGraph.registerNodeType("texture/edges",LGraphTextureEdges);var LGraphTextureDepthRange=function(){this.addInput("Texture","Texture");this.addInput("Distance","number");this.addInput("Range","number");this.addOutput("Texture","Texture");this.properties={distance:100,range:50,high_precision:!1};LGraphTextureDepthRange._shader||(LGraphTextureDepthRange._shader=new GL.Shader(Shader.SCREEN_VERTEX_SHADER,LGraphTextureDepthRange.pixel_shader))};LGraphTextureDepthRange.title="Depth Range";LGraphTextureDepthRange.desc= -"Generates a texture with a depth range";LGraphTextureDepthRange.prototype.onExecute=function(){if(this.isOutputConnected(0)){var a=this.getInputData(0);if(a){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==a.width&&this._temp_texture.height==a.height||(this._temp_texture=new GL.Texture(a.width,a.height,{type:b,format:gl.RGBA,filter:gl.LINEAR}));var c=this.properties.distance; -this.isInputConnected(1)&&(c=this.getInputData(1),this.properties.distance=c);var d=this.properties.range;this.isInputConnected(2)&&(d=this.getInputData(2),this.properties.range=d);gl.disable(gl.BLEND);gl.disable(gl.DEPTH_TEST);var e=Mesh.getScreenQuad(),f=LGraphTextureDepthRange._shader,g=[LS.Renderer._current_camera.near,LS.Renderer._current_camera.far];this._temp_texture.drawTo(function(){a.bind(0);f.uniforms({u_texture:0,u_distance:c,u_range:d,u_camera_planes:g}).draw(e)});this.setOutputData(0, +"Generates a texture with a depth range";LGraphTextureDepthRange.prototype.onExecute=function(){if(this.isOutputConnected(0)){var e=this.getInputData(0);if(e){var d=gl.UNSIGNED_BYTE;this.properties.high_precision&&(d=gl.half_float_ext?gl.HALF_FLOAT_OES:gl.FLOAT);this._temp_texture&&this._temp_texture.type==d&&this._temp_texture.width==e.width&&this._temp_texture.height==e.height||(this._temp_texture=new GL.Texture(e.width,e.height,{type:d,format:gl.RGBA,filter:gl.LINEAR}));var g=this.properties.distance; +this.isInputConnected(1)&&(g=this.getInputData(1),this.properties.distance=g);var k=this.properties.range;this.isInputConnected(2)&&(k=this.getInputData(2),this.properties.range=k);gl.disable(gl.BLEND);gl.disable(gl.DEPTH_TEST);var h=Mesh.getScreenQuad(),a=LGraphTextureDepthRange._shader,b=[LS.Renderer._current_camera.near,LS.Renderer._current_camera.far];this._temp_texture.drawTo(function(){e.bind(0);a.uniforms({u_texture:0,u_distance:g,u_range:k,u_camera_planes:b}).draw(h)});this.setOutputData(0, this._temp_texture)}}};LGraphTextureDepthRange.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_distance;\n\t\t\tuniform float u_range;\n\t\t\t\n\t\t\tfloat LinearDepth()\n\t\t\t{\n\t\t\t\tfloat n = u_camera_planes.x;\n\t\t\t\tfloat f = u_camera_planes.y;\n\t\t\t\treturn (2.0 * n) / (f + n - texture2D(u_texture, v_coord).x * (f - n));\n\t\t\t}\n\t\t\t\n\t\t\tvoid main() {\n\t\t\t\tfloat diff = abs(LinearDepth() * u_camera_planes.y - u_distance);\n\t\t\t\tfloat dof = 1.0;\n\t\t\t\tif(diff <= u_range)\n\t\t\t\t\tdof = diff / u_range;\n\t\t\t gl_FragColor = vec4(dof);\n\t\t\t}\n\t\t\t"; LiteGraph.registerNodeType("texture/depth_range",LGraphTextureDepthRange);var LGraphTextureBlur=function(){this.addInput("Texture","Texture");this.addInput("Iterations","number");this.addInput("Intensity","number");this.addOutput("Blurred","Texture");this.properties={intensity:1,iterations:1,preserve_aspect:!1,scale:[1,1]};LGraphTextureBlur._shader||(LGraphTextureBlur._shader=new GL.Shader(Shader.SCREEN_VERTEX_SHADER,LGraphTextureBlur.pixel_shader))};LGraphTextureBlur.title="Blur";LGraphTextureBlur.desc= -"Blur a texture";LGraphTextureBlur.max_iterations=20;LGraphTextureBlur.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}),this._final_texture=new GL.Texture(a.width,a.height,{type:a.type,format:gl.RGBA,filter:gl.LINEAR}));b=this.properties.iterations;this.isInputConnected(1)&&(b= -this.getInputData(1),this.properties.iterations=b);b=Math.min(Math.floor(b),LGraphTextureBlur.max_iterations);if(0==b)this.setOutputData(0,a);else{var c=this.properties.intensity;this.isInputConnected(2)&&(c=this.getInputData(2),this.properties.intensity=c);var d=LiteGraph.camera_aspect;d||void 0===window.gl||(d=gl.canvas.height/gl.canvas.width);d||(d=1);for(var d=this.properties.preserve_aspect?d:1,e=this.properties.scale||[1,1],f=0;f=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())};LGraphTextureWebcam.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&&(LGraphTexture.getTexturesContainer()[this.properties.texture_name]=this._temp_texture);this.setOutputData(0,this._temp_texture)}};LiteGraph.registerNodeType("texture/webcam",LGraphTextureWebcam);var LGraphTextureMatte=function(){this.addInput("in", +"Blur a texture";LGraphTextureBlur.max_iterations=20;LGraphTextureBlur.prototype.onExecute=function(){var e=this.getInputData(0);if(e&&this.isOutputConnected(0)){var d=this._temp_texture;d&&d.width==e.width&&d.height==e.height&&d.type==e.type||(this._temp_texture=new GL.Texture(e.width,e.height,{type:e.type,format:gl.RGBA,filter:gl.LINEAR}),this._final_texture=new GL.Texture(e.width,e.height,{type:e.type,format:gl.RGBA,filter:gl.LINEAR}));d=this.properties.iterations;this.isInputConnected(1)&&(d= +this.getInputData(1),this.properties.iterations=d);d=Math.min(Math.floor(d),LGraphTextureBlur.max_iterations);if(0==d)this.setOutputData(0,e);else{var g=this.properties.intensity;this.isInputConnected(2)&&(g=this.getInputData(2),this.properties.intensity=g);var k=LiteGraph.camera_aspect;k||void 0===window.gl||(k=gl.canvas.height/gl.canvas.width);k||(k=1);for(var k=this.properties.preserve_aspect?k:1,h=this.properties.scale||[1,1],a=0;a