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.onExecute=function(){var a=this.getInputData(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._shader_code=e+"|"+f;g=this._shader}if(g){this.boxcolor="green";var l=this.getInputData(2);null!=l?this.properties.value=l:l=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:l,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\tvec3 color = texture2D(u_texture, uv).rgb;\n\t\t\t\tvec3 colorB = texture2D(u_textureB, uv).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);window.LGraphTextureOperation=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:{widget:"code"}, precision:{widget:"combo",values:LGraphTexture.MODE_VALUES}};LGraphTextureShader.prototype.onExecute=function(){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);window.LGraphTextureShader=LGraphTextureShader;var LGraphTextureToViewport= function(){this.addInput("Texture","Texture");this.properties={additive:!1,antialiasing:!1,disable_alpha:!1};this.size[0]=130;LGraphTextureToViewport._shader||(LGraphTextureToViewport._shader=new GL.Shader(Shader.SCREEN_VERTEX_SHADER,LGraphTextureToViewport.pixel_shader))};LGraphTextureToViewport.title="to Viewport";LGraphTextureToViewport.desc="Texture to viewport";LGraphTextureToViewport.prototype.onExecute=function(){var a=this.getInputData(0);if(a)if(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),this.properties.antialiasing){gl.getViewport();var b=Mesh.getScreenQuad();a.bind(0);LGraphTextureToViewport._shader.uniforms({u_texture:0,uViewportSize:[a.width,a.height],inverseVP:[1/a.width,1/a.height]}).draw(b)}else a.toViewport()};LGraphTextureToViewport.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\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\treturn 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\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"; LiteGraph.registerNodeType("texture/toviewport",LGraphTextureToViewport);window.LGraphTextureToViewport=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){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);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);window.LGraphTextureCopy=LGraphTextureCopy;var LGraphTextureAverage=function(){this.addInput("Texture","Texture");this.addOutput("","Texture");this.properties= {low_precision:!1}};LGraphTextureAverage.title="Average";LGraphTextureAverage.desc="Compute average of a texture and stores it as a texture";LGraphTextureAverage.prototype.onExecute=function(){var a=this.getInputData(0);if(a){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);window.LGraphTextureAverage=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);window.LGraphImageToTexture=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};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.prototype.onExecute=function(){var a= this.getInputData(0);if(this.properties.precision===LGraphTexture.PASS_THROUGH)this.setOutputData(0,a);else if(a){var b=this.getInputData(1);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);var d=Mesh.getScreenQuad();this._tex.drawTo(function(){a.bind(0);b.bind(1);LGraphTextureLUT._shader.uniforms({u_texture:0,u_textureB:1,u_amount:c,uViewportSize:[a.width,a.height]}).draw(d)});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"; LiteGraph.registerNodeType("texture/LUT",LGraphTextureLUT);window.LGraphTextureLUT=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="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"; LiteGraph.registerNodeType("texture/channels",LGraphTextureChannels);window.LGraphTextureChannels=LGraphTextureChannels;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.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"; LiteGraph.registerNodeType("texture/mix",LGraphTextureMix);window.LGraphTextureMix=LGraphTextureMix;var LGraphTextureEdges=function(){this.addInput("Tex.","Texture");this.addOutput("Edges","Texture");this.properties={invert:!0,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(){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;this._tex.drawTo(function(){a.bind(0);c.uniforms({u_texture:0,u_isize:[1/a.width,1/a.height], 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\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\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);window.LGraphTextureEdges=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(){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;this._temp_texture.drawTo(function(){a.bind(0);f.uniforms({u_texture:0,u_distance:c,u_range:d,u_camera_planes:[Renderer._current_camera.near,Renderer._current_camera.far]}).draw(e)});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);window.LGraphTextureDepthRange=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){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);gl.disable(gl.BLEND);gl.disable(gl.DEPTH_TEST);var d=Mesh.getScreenQuad(),e=LGraphTextureBlur._shader,f=this.properties.scale||[1,1],g=LiteGraph.aspect;g||void 0===window.gl||(g=gl.canvas.height/gl.canvas.width);void 0!==window.Renderer&&(g= window.Renderer._current_camera.aspect);g||(g=1);for(var h=a,g=this.properties.preserve_aspect?g:1,a=0;a=this.size[1]||!this._video||(a.save(),a.webgl||(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.setOutputData(0,this._temp_texture)}};LiteGraph.registerNodeType("texture/webcam",LGraphTextureWebcam);window.LGraphTextureWebcam=LGraphTextureWebcam;var LGraphCubemap=function(){this.addOutput("Cubemap","Cubemap");this.properties={name:""};this.size=[LGraphTexture.image_preview_size,LGraphTexture.image_preview_size]};LGraphCubemap.prototype.onDropFile=function(a,b,c){a?(this._drop_texture="string"==typeof a?GL.Texture.fromURL(a):GL.Texture.fromDDSInMemory(a), this.properties.name=b):(this._drop_texture=null,this.properties.name="")};LGraphCubemap.prototype.onExecute=function(){if(this._drop_texture)this.setOutputData(0,this._drop_texture);else if(this.properties.name){var a=LGraphTexture.getTexture(this.properties.name);a&&(this._last_tex=a,this.setOutputData(0,a))}};LGraphCubemap.prototype.onDrawBackground=function(a){this.flags.collapsed||20>=this.size[1]||a.webgl&&(gl.meshes.cube||(gl.meshes.cube=GL.Mesh.cube({size:1})))};LiteGraph.registerNodeType("texture/cubemap", LGraphCubemap);window.LGraphCubemap=LGraphCubemap} if("undefined"!=typeof LiteGraph){var LGraphFXLens=function(){this.addInput("Texture","Texture");this.addInput("Aberration","number");this.addInput("Distortion","number");this.addInput("Blur","number");this.addOutput("Texture","Texture");this.properties={aberration:1,distortion:1,blur:1,precision:LGraphTexture.DEFAULT};LGraphFXLens._shader||(LGraphFXLens._shader=new GL.Shader(Shader.SCREEN_VERTEX_SHADER,LGraphFXLens.pixel_shader))};LGraphFXLens.title="Lens";LGraphFXLens.desc="Camera Lens distortion"; LGraphFXLens.widgets_info={precision:{widget:"combo",values:LGraphTexture.MODE_VALUES}};LGraphFXLens.prototype.onExecute=function(){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);var b=this.properties.aberration;this.isInputConnected(1)&&(b=this.getInputData(1),this.properties.aberration=b);var c=this.properties.distortion;this.isInputConnected(2)&& (c=this.getInputData(2),this.properties.distortion=c);var d=this.properties.blur;this.isInputConnected(3)&&(d=this.getInputData(3),this.properties.blur=d);gl.disable(gl.BLEND);gl.disable(gl.DEPTH_TEST);var e=Mesh.getScreenQuad(),f=LGraphFXLens._shader;this._tex.drawTo(function(){a.bind(0);f.uniforms({u_texture:0,u_aberration:b,u_distortion:c,u_blur:d}).draw(e)});this.setOutputData(0,this._tex)}};LGraphFXLens.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_aberration;\n\t\t\tuniform float u_distortion;\n\t\t\tuniform float u_blur;\n\t\t\t\n\t\t\tvoid main() {\n\t\t\t\tvec2 coord = v_coord;\n\t\t\t\tfloat dist = distance(vec2(0.5), coord);\n\t\t\t\tvec2 dist_coord = coord - vec2(0.5);\n\t\t\t\tfloat percent = 1.0 + ((0.5 - dist) / 0.5) * u_distortion;\n\t\t\t\tdist_coord *= percent;\n\t\t\t\tcoord = dist_coord + vec2(0.5);\n\t\t\t\tvec4 color = texture2D(u_texture,coord, u_blur * dist);\n\t\t\t\tcolor.r = texture2D(u_texture,vec2(0.5) + dist_coord * (1.0+0.01*u_aberration), u_blur * dist ).r;\n\t\t\t\tcolor.b = texture2D(u_texture,vec2(0.5) + dist_coord * (1.0-0.01*u_aberration), u_blur * dist ).b;\n\t\t\t\tgl_FragColor = color;\n\t\t\t}\n\t\t\t"; LiteGraph.registerNodeType("fx/lens",LGraphFXLens);window.LGraphFXLens=LGraphFXLens;var LGraphFXBokeh=function(){this.addInput("Texture","Texture");this.addInput("Blurred","Texture");this.addInput("Mask","Texture");this.addInput("Threshold","number");this.addOutput("Texture","Texture");this.properties={shape:"",size:10,alpha:1,threshold:1,high_precision:!1}};LGraphFXBokeh.title="Bokeh";LGraphFXBokeh.desc="applies an Bokeh effect";LGraphFXBokeh.widgets_info={shape:{widget:"texture"}};LGraphFXBokeh.prototype.onExecute= function(){var a=this.getInputData(0),b=this.getInputData(1),c=this.getInputData(2);if(a&&c&&this.properties.shape){b||(b=a);var d=LGraphTexture.getTexture(this.properties.shape);if(d){var e=this.properties.threshold;this.isInputConnected(3)&&(e=this.getInputData(3),this.properties.threshold=e);var f=gl.UNSIGNED_BYTE;this.properties.high_precision&&(f=gl.half_float_ext?gl.HALF_FLOAT_OES:gl.FLOAT);this._temp_texture&&this._temp_texture.type==f&&this._temp_texture.width==a.width&&this._temp_texture.height== a.height||(this._temp_texture=new GL.Texture(a.width,a.height,{type:f,format:gl.RGBA,filter:gl.LINEAR}));var g=LGraphFXBokeh._first_shader;g||(g=LGraphFXBokeh._first_shader=new GL.Shader(Shader.SCREEN_VERTEX_SHADER,LGraphFXBokeh._first_pixel_shader));var h=LGraphFXBokeh._second_shader;h||(h=LGraphFXBokeh._second_shader=new GL.Shader(LGraphFXBokeh._second_vertex_shader,LGraphFXBokeh._second_pixel_shader));var l=this._points_mesh;l&&l._width==a.width&&l._height==a.height&&2==l._spacing||(l=this.createPointsMesh(a.width, a.height,2));var n=Mesh.getScreenQuad(),k=this.properties.size,p=this.properties.alpha;gl.disable(gl.DEPTH_TEST);gl.disable(gl.BLEND);this._temp_texture.drawTo(function(){a.bind(0);b.bind(1);c.bind(2);g.uniforms({u_texture:0,u_texture_blur:1,u_mask:2,u_texsize:[a.width,a.height]}).draw(n)});this._temp_texture.drawTo(function(){gl.enable(gl.BLEND);gl.blendFunc(gl.ONE,gl.ONE);a.bind(0);d.bind(3);h.uniforms({u_texture:0,u_mask:2,u_shape:3,u_alpha:p,u_threshold:e,u_pointSize:k,u_itexsize:[1/a.width,1/ a.height]}).draw(l,gl.POINTS)});this.setOutputData(0,this._temp_texture)}}else this.setOutputData(0,a)};LGraphFXBokeh.prototype.createPointsMesh=function(a,b,c){for(var d=Math.round(a/c),e=Math.round(b/c),f=new Float32Array(d*e*2),g=-1,h=2/a*c,l=2/b*c,n=0;n