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https://github.com/comfyanonymous/ComfyUI.git
synced 2026-04-30 03:11:33 +00:00
add multipass for faster blur
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@@ -1,4 +1,5 @@
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#version 300 es
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#pragma passes 2
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precision highp float;
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// Blur type constants
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@@ -14,6 +15,7 @@ uniform sampler2D u_image0;
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uniform vec2 u_resolution;
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uniform int u_int0; // Blur type (BLUR_GAUSSIAN, BLUR_BOX, BLUR_RADIAL)
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uniform float u_float0; // Blur radius/amount
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uniform int u_pass; // Pass index (0 = horizontal, 1 = vertical)
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in vec2 v_texCoord;
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layout(location = 0) out vec4 fragColor0;
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@@ -26,8 +28,14 @@ void main() {
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vec2 texelSize = 1.0 / u_resolution;
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float radius = max(u_float0, 0.0);
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// Radial (angular) blur with incremental rotation
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// Radial (angular) blur - single pass, doesn't use separable
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if (u_int0 == BLUR_RADIAL) {
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// Only execute on first pass
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if (u_pass > 0) {
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fragColor0 = texture(u_image0, v_texCoord);
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return;
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}
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vec2 center = vec2(0.5);
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vec2 dir = v_texCoord - center;
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float dist = length(dir);
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@@ -68,7 +76,7 @@ void main() {
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return;
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}
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// Gaussian / Box blur (grid sampling)
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// Separable Gaussian / Box blur
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int samples = int(ceil(radius));
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if (samples == 0) {
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@@ -76,27 +84,27 @@ void main() {
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return;
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}
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// Direction: pass 0 = horizontal, pass 1 = vertical
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vec2 dir = (u_pass == 0) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
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vec4 color = vec4(0.0);
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float totalWeight = 0.0;
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float sigma = radius / 2.0;
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for (int x = -samples; x <= samples; x++) {
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for (int y = -samples; y <= samples; y++) {
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vec2 offset = vec2(float(x), float(y)) * texelSize;
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vec4 sample_color = texture(u_image0, v_texCoord + offset);
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for (int i = -samples; i <= samples; i++) {
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vec2 offset = dir * float(i) * texelSize;
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vec4 sample_color = texture(u_image0, v_texCoord + offset);
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float weight;
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if (u_int0 == BLUR_GAUSSIAN) {
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float dist = length(vec2(float(x), float(y)));
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weight = gaussian(dist, sigma);
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} else {
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// BLUR_BOX
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weight = 1.0;
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}
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color += sample_color * weight;
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totalWeight += weight;
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float weight;
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if (u_int0 == BLUR_GAUSSIAN) {
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weight = gaussian(float(i), sigma);
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} else {
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// BLUR_BOX
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weight = 1.0;
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}
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color += sample_color * weight;
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totalWeight += weight;
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}
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fragColor0 = color / totalWeight;
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