mirror of
https://github.com/comfyanonymous/ComfyUI.git
synced 2026-01-26 11:09:50 +00:00
adds support for executing simple glsl shaders
using moderngl package
This commit is contained in:
425
comfy_extras/nodes_glsl.py
Normal file
425
comfy_extras/nodes_glsl.py
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@@ -0,0 +1,425 @@
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"""
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GLSL Fragment Shader Node for ComfyUI using ModernGL.
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Supports headless rendering with automatic software/CPU fallback.
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"""
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import os
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import re
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import logging
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from contextlib import contextmanager
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from typing import TypedDict, Generator
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import numpy as np
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import torch
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import nodes
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from comfy_api.latest import ComfyExtension, io, ui
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from comfy.cli_args import args
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from typing_extensions import override
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from utils.install_util import get_missing_requirements_message
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class SizeModeInput(TypedDict):
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size_mode: str
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width: int
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height: int
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MAX_IMAGES = 5 # u_image0-4
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MAX_UNIFORMS = 5 # u_float0-4, u_int0-4
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logger = logging.getLogger(__name__)
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try:
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import moderngl
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except ImportError as e:
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raise RuntimeError(f"ModernGL is not available.\n{get_missing_requirements_message()}") from e
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# Default NOOP fragment shader that passes through the input image unchanged
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DEFAULT_FRAGMENT_SHADER = """#version 300 es
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precision highp float;
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uniform sampler2D u_image0;
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uniform vec2 u_resolution;
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in vec2 v_texcoord;
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out vec4 fragColor;
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void main() {
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fragColor = texture(u_image0, v_texcoord);
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}
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"""
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# Simple vertex shader for full-screen quad
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VERTEX_SHADER = """#version 330
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in vec2 in_position;
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in vec2 in_texcoord;
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out vec2 v_texcoord;
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void main() {
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gl_Position = vec4(in_position, 0.0, 1.0);
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v_texcoord = in_texcoord;
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}
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"""
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def _convert_es_to_desktop_glsl(source: str) -> str:
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"""Convert GLSL ES 3.00 shader to desktop GLSL 3.30 for ModernGL compatibility."""
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return re.sub(r'#version\s+300\s+es', '#version 330', source)
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def _create_software_gl_context() -> moderngl.Context:
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original_env = os.environ.get("LIBGL_ALWAYS_SOFTWARE")
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os.environ["LIBGL_ALWAYS_SOFTWARE"] = "1"
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try:
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ctx = moderngl.create_standalone_context(require=330)
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logger.info(f"Created software-rendered OpenGL context: {ctx.info['GL_RENDERER']}")
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return ctx
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finally:
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if original_env is None:
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os.environ.pop("LIBGL_ALWAYS_SOFTWARE", None)
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else:
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os.environ["LIBGL_ALWAYS_SOFTWARE"] = original_env
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def _create_gl_context(force_software: bool = False) -> moderngl.Context:
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if force_software:
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try:
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return _create_software_gl_context()
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except Exception as e:
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raise RuntimeError(
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"Failed to create software-rendered OpenGL context.\n"
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"Ensure Mesa/llvmpipe is installed for software rendering support."
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) from e
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# Try hardware rendering first, fall back to software
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try:
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ctx = moderngl.create_standalone_context(require=330)
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logger.info(f"Created OpenGL context: {ctx.info['GL_RENDERER']}")
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return ctx
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except Exception as hw_error:
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logger.warning(f"Hardware OpenGL context creation failed: {hw_error}")
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logger.info("Attempting software rendering fallback...")
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try:
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return _create_software_gl_context()
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except Exception as sw_error:
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raise RuntimeError(
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f"Failed to create OpenGL context.\n"
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f"Hardware error: {hw_error}\n\n"
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f"Possible solutions:\n"
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f"1. Install GPU drivers with OpenGL 3.3+ support\n"
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f"2. Install Mesa for software rendering (Linux: apt install libgl1-mesa-dri)\n"
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f"3. On headless servers, ensure virtual framebuffer (Xvfb) or EGL is available"
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) from sw_error
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def _image_to_texture(ctx: moderngl.Context, image: np.ndarray) -> moderngl.Texture:
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height, width = image.shape[:2]
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channels = image.shape[2] if len(image.shape) > 2 else 1
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components = min(channels, 4)
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image_uint8 = (np.clip(image, 0, 1) * 255).astype(np.uint8)
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# Flip vertically for OpenGL coordinate system (origin at bottom-left)
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image_uint8 = np.ascontiguousarray(np.flipud(image_uint8))
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texture = ctx.texture((width, height), components, image_uint8.tobytes())
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texture.filter = (moderngl.LINEAR, moderngl.LINEAR)
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texture.repeat_x = False
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texture.repeat_y = False
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return texture
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def _texture_to_image(fbo: moderngl.Framebuffer, channels: int = 4) -> np.ndarray:
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width, height = fbo.size
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data = fbo.read(components=channels)
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image = np.frombuffer(data, dtype=np.uint8).reshape((height, width, channels))
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image = np.ascontiguousarray(np.flipud(image))
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return image.astype(np.float32) / 255.0
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def _compile_shader(ctx: moderngl.Context, fragment_source: str) -> moderngl.Program:
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# Convert user's GLSL ES 3.00 fragment shader to desktop GLSL 3.30 for ModernGL
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fragment_source = _convert_es_to_desktop_glsl(fragment_source)
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try:
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program = ctx.program(
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vertex_shader=VERTEX_SHADER,
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fragment_shader=fragment_source,
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)
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return program
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except Exception as e:
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raise RuntimeError(
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"Fragment shader compilation failed.\n\n"
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"Make sure your shader:\n"
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"1. Uses #version 300 es (WebGL 2.0 compatible)\n"
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"2. Has valid GLSL ES 3.00 syntax\n"
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"3. Includes 'precision highp float;' after version\n"
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"4. Uses 'out vec4 fragColor' instead of gl_FragColor\n"
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"5. Declares uniforms correctly (e.g., uniform sampler2D u_image0;)"
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) from e
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def _render_shader(
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ctx: moderngl.Context,
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program: moderngl.Program,
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width: int,
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height: int,
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textures: list[moderngl.Texture],
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uniforms: dict[str, int | float],
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) -> np.ndarray:
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# Create output texture and framebuffer
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output_texture = ctx.texture((width, height), 4)
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output_texture.filter = (moderngl.LINEAR, moderngl.LINEAR)
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fbo = ctx.framebuffer(color_attachments=[output_texture])
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# Full-screen quad vertices (position + texcoord)
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vertices = np.array([
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# Position (x, y), Texcoord (u, v)
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-1.0, -1.0, 0.0, 0.0,
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1.0, -1.0, 1.0, 0.0,
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-1.0, 1.0, 0.0, 1.0,
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1.0, 1.0, 1.0, 1.0,
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], dtype='f4')
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vbo = ctx.buffer(vertices.tobytes())
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vao = ctx.vertex_array(
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program,
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[(vbo, '2f 2f', 'in_position', 'in_texcoord')],
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)
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try:
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# Bind textures
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for i, texture in enumerate(textures):
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texture.use(i)
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uniform_name = f'u_image{i}'
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if uniform_name in program:
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program[uniform_name].value = i
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# Set uniforms
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if 'u_resolution' in program:
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program['u_resolution'].value = (float(width), float(height))
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for name, value in uniforms.items():
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if name in program:
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program[name].value = value
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# Render
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fbo.use()
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fbo.clear(0.0, 0.0, 0.0, 1.0)
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vao.render(moderngl.TRIANGLE_STRIP)
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# Read result
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return _texture_to_image(fbo, channels=4)
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finally:
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vao.release()
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vbo.release()
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output_texture.release()
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fbo.release()
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def _prepare_textures(
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ctx: moderngl.Context,
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image_list: list[torch.Tensor],
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batch_idx: int,
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) -> list[moderngl.Texture]:
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textures = []
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for img_tensor in image_list[:MAX_IMAGES]:
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img_idx = min(batch_idx, img_tensor.shape[0] - 1)
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img_np = img_tensor[img_idx].cpu().numpy()
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textures.append(_image_to_texture(ctx, img_np))
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return textures
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def _prepare_uniforms(int_list: list[int], float_list: list[float]) -> dict[str, int | float]:
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uniforms: dict[str, int | float] = {}
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for i, val in enumerate(int_list[:MAX_UNIFORMS]):
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uniforms[f'u_int{i}'] = int(val)
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for i, val in enumerate(float_list[:MAX_UNIFORMS]):
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uniforms[f'u_float{i}'] = float(val)
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return uniforms
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def _release_textures(textures: list[moderngl.Texture]) -> None:
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for texture in textures:
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texture.release()
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@contextmanager
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def _gl_context(force_software: bool = False) -> Generator[moderngl.Context, None, None]:
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ctx = _create_gl_context(force_software)
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try:
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yield ctx
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finally:
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ctx.release()
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@contextmanager
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def _shader_program(ctx: moderngl.Context, fragment_source: str) -> Generator[moderngl.Program, None, None]:
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program = _compile_shader(ctx, fragment_source)
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try:
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yield program
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finally:
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program.release()
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@contextmanager
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def _textures_context(
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ctx: moderngl.Context,
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image_list: list[torch.Tensor],
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batch_idx: int,
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) -> Generator[list[moderngl.Texture], None, None]:
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textures = _prepare_textures(ctx, image_list, batch_idx)
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try:
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yield textures
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finally:
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_release_textures(textures)
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class GLSLShader(io.ComfyNode):
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@classmethod
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def define_schema(cls) -> io.Schema:
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# Create autogrow templates
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image_template = io.Autogrow.TemplatePrefix(
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io.Image.Input("image"),
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prefix="image",
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min=1,
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max=MAX_IMAGES,
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)
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float_template = io.Autogrow.TemplatePrefix(
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io.Float.Input("float", default=0.0),
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prefix="u_float",
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min=0,
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max=MAX_UNIFORMS,
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)
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int_template = io.Autogrow.TemplatePrefix(
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io.Int.Input("int", default=0),
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prefix="u_int",
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min=0,
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max=MAX_UNIFORMS,
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)
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return io.Schema(
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node_id="GLSLShader",
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display_name="GLSL Shader",
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category="image/shader",
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description=(
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f"Apply GLSL fragment shaders to images. "
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f"Uniforms: u_image0-{MAX_IMAGES-1} (sampler2D), u_resolution (vec2), "
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f"u_float0-{MAX_UNIFORMS-1}, u_int0-{MAX_UNIFORMS-1}."
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),
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inputs=[
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io.String.Input(
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"fragment_shader",
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default=DEFAULT_FRAGMENT_SHADER,
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multiline=True,
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tooltip="GLSL fragment shader source code (GLSL ES 3.00 / WebGL 2.0 compatible)",
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),
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io.DynamicCombo.Input(
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"size_mode",
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options=[
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io.DynamicCombo.Option(
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"from_input",
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[], # No extra inputs - uses first input image dimensions
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),
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io.DynamicCombo.Option(
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"custom",
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[
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io.Int.Input("width", default=512, min=1, max=nodes.MAX_RESOLUTION),
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io.Int.Input("height", default=512, min=1, max=nodes.MAX_RESOLUTION),
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],
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),
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],
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tooltip="Output size: 'from_input' uses first input image dimensions, 'custom' allows manual size",
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),
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io.Autogrow.Input("images", template=image_template),
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io.Autogrow.Input("floats", template=float_template),
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io.Autogrow.Input("ints", template=int_template),
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],
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outputs=[
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io.Image.Output(display_name="IMAGE"),
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],
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)
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@classmethod
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def execute(
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cls,
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fragment_shader: str,
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size_mode: SizeModeInput,
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images: io.Autogrow.Type,
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floats: io.Autogrow.Type = None,
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ints: io.Autogrow.Type = None,
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**kwargs,
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) -> io.NodeOutput:
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image_list = [v for v in images.values() if v is not None]
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float_list = [v if v is not None else 0.0 for v in floats.values()] if floats else []
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int_list = [v if v is not None else 0 for v in ints.values()] if ints else []
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if not image_list:
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raise ValueError("At least one input image is required")
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# Determine output dimensions
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if size_mode["size_mode"] == "custom":
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out_width, out_height = size_mode["width"], size_mode["height"]
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else:
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out_height, out_width = image_list[0].shape[1], image_list[0].shape[2]
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batch_size = image_list[0].shape[0]
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uniforms = _prepare_uniforms(int_list, float_list)
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with _gl_context(force_software=args.cpu) as ctx:
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with _shader_program(ctx, fragment_shader) as program:
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output_images = []
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for b in range(batch_size):
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with _textures_context(ctx, image_list, b) as textures:
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result = _render_shader(ctx, program, out_width, out_height, textures, uniforms)
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output_images.append(torch.from_numpy(result))
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output_batch = torch.stack(output_images, dim=0)
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if output_batch.shape[-1] == 4:
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output_batch = output_batch[:, :, :, :3]
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return io.NodeOutput(output_batch, ui=cls._build_ui_output(image_list, output_batch))
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@classmethod
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def _build_ui_output(cls, image_list: list[torch.Tensor], output_batch: torch.Tensor) -> dict[str, list]:
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"""Build UI output with input and output images for client-side shader execution."""
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combined_inputs = torch.cat(image_list, dim=0)
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input_images_ui = ui.ImageSaveHelper.save_images(
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combined_inputs,
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filename_prefix="GLSLShader_input",
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folder_type=io.FolderType.temp,
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cls=None,
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compress_level=1,
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)
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output_images_ui = ui.ImageSaveHelper.save_images(
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output_batch,
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filename_prefix="GLSLShader_output",
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folder_type=io.FolderType.temp,
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cls=None,
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compress_level=1,
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)
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return {"input_images": input_images_ui, "images": output_images_ui}
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class GLSLExtension(ComfyExtension):
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@override
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async def get_node_list(self) -> list[type[io.ComfyNode]]:
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return [GLSLShader]
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async def comfy_entrypoint() -> GLSLExtension:
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return GLSLExtension()
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1
nodes.py
1
nodes.py
@@ -2430,6 +2430,7 @@ async def init_builtin_extra_nodes():
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"nodes_wanmove.py",
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"nodes_image_compare.py",
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"nodes_zimage.py",
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"nodes_glsl.py",
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]
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import_failed = []
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@@ -28,3 +28,4 @@ kornia>=0.7.1
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spandrel
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pydantic~=2.0
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pydantic-settings~=2.0
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moderngl
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