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28 Commits

Author SHA1 Message Date
Hunter Senft-Grupp
5332ca60e4 fix: move _initialized flag to end of GLContext.__init__
Prevents '_vao' attribute error when init fails partway through
and subsequent calls skip initialization due to early _initialized flag.
2026-02-14 22:27:30 -08:00
Hunter Senft-Grupp
40b247f046 Merge remote-tracking branch 'comfy-org/master' into test-glsl-nodes 2026-02-14 20:20:56 -08:00
pythongosssss
c2d229a786 Add edge preserving blur 2026-02-04 10:20:24 -08:00
pythongosssss
3c40ee0f02 print -> logger 2026-01-31 16:43:57 -08:00
pythongosssss
43034b6881 rebuild blueprints 2026-01-31 16:32:00 -08:00
pythongosssss
bb048d4aaa more fixes 2026-01-31 16:30:10 -08:00
pythongosssss
7c1f02d1fa add multipass for faster blur 2026-01-31 16:30:00 -08:00
pythongosssss
292a5918f4 shader nit iteration 2026-01-31 16:03:47 -08:00
pythongosssss
0050b66a0b add glsl shader update system 2026-01-31 13:48:59 -08:00
pythongosssss
0c313f5293 hsb 2026-01-31 12:25:38 -08:00
pythongosssss
1fcf9dca18 brightness/contrast 2026-01-31 12:25:34 -08:00
pythongosssss
3b790d24d6 Add glow 2026-01-31 10:16:51 -08:00
pythongosssss
92b2b7198a Merge remote-tracking branch 'origin/master' into pysssss/glsl-blueprints 2026-01-30 16:27:23 -08:00
pythongosssss
309c3e4ec0 Add channels 2026-01-30 14:57:44 -08:00
pythongosssss
23591d4388 Add image operation blueprints 2026-01-30 14:53:39 -08:00
pythongosssss
c3d07bec6d add diagnostics, update mac initialization 2026-01-30 12:26:04 -08:00
pythongosssss
59b955ff54 fix ci
perf: only read required outputs
2026-01-29 20:14:26 -08:00
pythongosssss
1263d6fe88 add additional support for egl & osmesa backends 2026-01-29 20:07:40 -08:00
pythongosssss
23572c6314 tidy 2026-01-28 20:59:01 -08:00
pythongosssss
d809ef8fb1 remove cpu support 2026-01-28 20:58:04 -08:00
pythongosssss
a4317314d2 convert to using PyOpenGL and glfw 2026-01-28 20:48:20 -08:00
pythongosssss
aaea976f36 fix line endings 2026-01-28 11:02:17 -08:00
pythongosssss
cee092213e Merge remote-tracking branch 'origin/master' into pysssss/basic-glsl-shader-node 2026-01-28 10:50:12 -08:00
pythongosssss
3da0e9c367 fix casing 2026-01-28 10:47:36 -08:00
pythongosssss
9fa8202620 Try fix build 2026-01-28 10:47:36 -08:00
pythongosssss
b4438c9baf Support multiple outputs 2026-01-28 10:47:36 -08:00
pythongosssss
cc30293d65 tidy 2026-01-23 10:38:26 -08:00
pythongosssss
866d863128 adds support for executing simple glsl shaders
using moderngl package
2026-01-23 10:37:52 -08:00
59 changed files with 2320 additions and 1281 deletions

2
.gitignore vendored
View File

@@ -11,7 +11,7 @@ extra_model_paths.yaml
/.vs
.vscode/
.idea/
venv*/
venv/
.venv/
/web/extensions/*
!/web/extensions/logging.js.example

View File

@@ -1,105 +0,0 @@
from __future__ import annotations
from aiohttp import web
from typing import TYPE_CHECKING, TypedDict
if TYPE_CHECKING:
from comfy_api.latest._io_public import NodeReplace
from comfy_execution.graph_utils import is_link
import nodes
class NodeStruct(TypedDict):
inputs: dict[str, str | int | float | bool | tuple[str, int]]
class_type: str
_meta: dict[str, str]
def copy_node_struct(node_struct: NodeStruct, empty_inputs: bool = False) -> NodeStruct:
new_node_struct = node_struct.copy()
if empty_inputs:
new_node_struct["inputs"] = {}
else:
new_node_struct["inputs"] = node_struct["inputs"].copy()
new_node_struct["_meta"] = node_struct["_meta"].copy()
return new_node_struct
class NodeReplaceManager:
"""Manages node replacement registrations."""
def __init__(self):
self._replacements: dict[str, list[NodeReplace]] = {}
def register(self, node_replace: NodeReplace):
"""Register a node replacement mapping."""
self._replacements.setdefault(node_replace.old_node_id, []).append(node_replace)
def get_replacement(self, old_node_id: str) -> list[NodeReplace] | None:
"""Get replacements for an old node ID."""
return self._replacements.get(old_node_id)
def has_replacement(self, old_node_id: str) -> bool:
"""Check if a replacement exists for an old node ID."""
return old_node_id in self._replacements
def apply_replacements(self, prompt: dict[str, NodeStruct]):
connections: dict[str, list[tuple[str, str, int]]] = {}
need_replacement: set[str] = set()
for node_number, node_struct in prompt.items():
class_type = node_struct["class_type"]
# need replacement if not in NODE_CLASS_MAPPINGS and has replacement
if class_type not in nodes.NODE_CLASS_MAPPINGS.keys() and self.has_replacement(class_type):
need_replacement.add(node_number)
# keep track of connections
for input_id, input_value in node_struct["inputs"].items():
if is_link(input_value):
conn_number = input_value[0]
connections.setdefault(conn_number, []).append((node_number, input_id, input_value[1]))
for node_number in need_replacement:
node_struct = prompt[node_number]
class_type = node_struct["class_type"]
replacements = self.get_replacement(class_type)
if replacements is None:
continue
# just use the first replacement
replacement = replacements[0]
new_node_id = replacement.new_node_id
# if replacement is not a valid node, skip trying to replace it as will only cause confusion
if new_node_id not in nodes.NODE_CLASS_MAPPINGS.keys():
continue
# first, replace node id (class_type)
new_node_struct = copy_node_struct(node_struct, empty_inputs=True)
new_node_struct["class_type"] = new_node_id
# TODO: consider replacing display_name in _meta as well for error reporting purposes; would need to query node schema
# second, replace inputs
if replacement.input_mapping is not None:
for input_map in replacement.input_mapping:
if "set_value" in input_map:
new_node_struct["inputs"][input_map["new_id"]] = input_map["set_value"]
elif "old_id" in input_map:
new_node_struct["inputs"][input_map["new_id"]] = node_struct["inputs"][input_map["old_id"]]
# finalize input replacement
prompt[node_number] = new_node_struct
# third, replace outputs
if replacement.output_mapping is not None:
# re-mapping outputs requires changing the input values of nodes that receive connections from this one
if node_number in connections:
for conns in connections[node_number]:
conn_node_number, conn_input_id, old_output_idx = conns
for output_map in replacement.output_mapping:
if output_map["old_idx"] == old_output_idx:
new_output_idx = output_map["new_idx"]
previous_input = prompt[conn_node_number]["inputs"][conn_input_id]
previous_input[1] = new_output_idx
def as_dict(self):
"""Serialize all replacements to dict."""
return {
k: [v.as_dict() for v in v_list]
for k, v_list in self._replacements.items()
}
def add_routes(self, routes):
@routes.get("/node_replacements")
async def get_node_replacements(request):
return web.json_response(self.as_dict())

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@@ -0,0 +1,44 @@
#version 300 es
precision highp float;
uniform sampler2D u_image0;
uniform float u_float0; // Brightness slider -100..100
uniform float u_float1; // Contrast slider -100..100
in vec2 v_texCoord;
out vec4 fragColor;
const float MID_GRAY = 0.18; // 18% reflectance
// sRGB gamma 2.2 approximation
vec3 srgbToLinear(vec3 c) {
return pow(max(c, 0.0), vec3(2.2));
}
vec3 linearToSrgb(vec3 c) {
return pow(max(c, 0.0), vec3(1.0/2.2));
}
float mapBrightness(float b) {
return clamp(b / 100.0, -1.0, 1.0);
}
float mapContrast(float c) {
return clamp(c / 100.0 + 1.0, 0.0, 2.0);
}
void main() {
vec4 orig = texture(u_image0, v_texCoord);
float brightness = mapBrightness(u_float0);
float contrast = mapContrast(u_float1);
vec3 lin = srgbToLinear(orig.rgb);
lin = (lin - MID_GRAY) * contrast + brightness + MID_GRAY;
// Convert back to sRGB
vec3 result = linearToSrgb(clamp(lin, 0.0, 1.0));
fragColor = vec4(result, orig.a);
}

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@@ -0,0 +1,72 @@
#version 300 es
precision highp float;
uniform sampler2D u_image0;
uniform vec2 u_resolution;
uniform int u_int0; // Mode
uniform float u_float0; // Amount (0 to 100)
in vec2 v_texCoord;
out vec4 fragColor;
const int MODE_LINEAR = 0;
const int MODE_RADIAL = 1;
const int MODE_BARREL = 2;
const int MODE_SWIRL = 3;
const int MODE_DIAGONAL = 4;
const float AMOUNT_SCALE = 0.0005;
const float RADIAL_MULT = 4.0;
const float BARREL_MULT = 8.0;
const float INV_SQRT2 = 0.70710678118;
void main() {
vec2 uv = v_texCoord;
vec4 original = texture(u_image0, uv);
float amount = u_float0 * AMOUNT_SCALE;
if (amount < 0.000001) {
fragColor = original;
return;
}
// Aspect-corrected coordinates for circular effects
float aspect = u_resolution.x / u_resolution.y;
vec2 centered = uv - 0.5;
vec2 corrected = vec2(centered.x * aspect, centered.y);
float r = length(corrected);
vec2 dir = r > 0.0001 ? corrected / r : vec2(0.0);
vec2 offset = vec2(0.0);
if (u_int0 == MODE_LINEAR) {
// Horizontal shift (no aspect correction needed)
offset = vec2(amount, 0.0);
}
else if (u_int0 == MODE_RADIAL) {
// Outward from center, stronger at edges
offset = dir * r * amount * RADIAL_MULT;
offset.x /= aspect; // Convert back to UV space
}
else if (u_int0 == MODE_BARREL) {
// Lens distortion simulation (r² falloff)
offset = dir * r * r * amount * BARREL_MULT;
offset.x /= aspect; // Convert back to UV space
}
else if (u_int0 == MODE_SWIRL) {
// Perpendicular to radial (rotational aberration)
vec2 perp = vec2(-dir.y, dir.x);
offset = perp * r * amount * RADIAL_MULT;
offset.x /= aspect; // Convert back to UV space
}
else if (u_int0 == MODE_DIAGONAL) {
// 45° offset (no aspect correction needed)
offset = vec2(amount, amount) * INV_SQRT2;
}
float red = texture(u_image0, uv + offset).r;
float green = original.g;
float blue = texture(u_image0, uv - offset).b;
fragColor = vec4(red, green, blue, original.a);
}

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@@ -0,0 +1,78 @@
#version 300 es
precision highp float;
uniform sampler2D u_image0;
uniform float u_float0; // temperature (-100 to 100)
uniform float u_float1; // tint (-100 to 100)
uniform float u_float2; // vibrance (-100 to 100)
uniform float u_float3; // saturation (-100 to 100)
in vec2 v_texCoord;
out vec4 fragColor;
const float INPUT_SCALE = 0.01;
const float TEMP_TINT_PRIMARY = 0.3;
const float TEMP_TINT_SECONDARY = 0.15;
const float VIBRANCE_BOOST = 2.0;
const float SATURATION_BOOST = 2.0;
const float SKIN_PROTECTION = 0.5;
const float EPSILON = 0.001;
const vec3 LUMA_WEIGHTS = vec3(0.299, 0.587, 0.114);
void main() {
vec4 tex = texture(u_image0, v_texCoord);
vec3 color = tex.rgb;
// Scale inputs: -100/100 → -1/1
float temperature = u_float0 * INPUT_SCALE;
float tint = u_float1 * INPUT_SCALE;
float vibrance = u_float2 * INPUT_SCALE;
float saturation = u_float3 * INPUT_SCALE;
// Temperature (warm/cool): positive = warm, negative = cool
color.r += temperature * TEMP_TINT_PRIMARY;
color.b -= temperature * TEMP_TINT_PRIMARY;
// Tint (green/magenta): positive = green, negative = magenta
color.g += tint * TEMP_TINT_PRIMARY;
color.r -= tint * TEMP_TINT_SECONDARY;
color.b -= tint * TEMP_TINT_SECONDARY;
// Single clamp after temperature/tint
color = clamp(color, 0.0, 1.0);
// Vibrance with skin protection
if (vibrance != 0.0) {
float maxC = max(color.r, max(color.g, color.b));
float minC = min(color.r, min(color.g, color.b));
float sat = maxC - minC;
float gray = dot(color, LUMA_WEIGHTS);
if (vibrance < 0.0) {
// Desaturate: -100 → gray
color = mix(vec3(gray), color, 1.0 + vibrance);
} else {
// Boost less saturated colors more
float vibranceAmt = vibrance * (1.0 - sat);
// Branchless skin tone protection
float isWarmTone = step(color.b, color.g) * step(color.g, color.r);
float warmth = (color.r - color.b) / max(maxC, EPSILON);
float skinTone = isWarmTone * warmth * sat * (1.0 - sat);
vibranceAmt *= (1.0 - skinTone * SKIN_PROTECTION);
color = mix(vec3(gray), color, 1.0 + vibranceAmt * VIBRANCE_BOOST);
}
}
// Saturation
if (saturation != 0.0) {
float gray = dot(color, LUMA_WEIGHTS);
float satMix = saturation < 0.0
? 1.0 + saturation // -100 → gray
: 1.0 + saturation * SATURATION_BOOST; // +100 → 3x boost
color = mix(vec3(gray), color, satMix);
}
fragColor = vec4(clamp(color, 0.0, 1.0), tex.a);
}

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@@ -0,0 +1,94 @@
#version 300 es
precision highp float;
uniform sampler2D u_image0;
uniform float u_float0; // Blur radius (020, default ~5)
uniform float u_float1; // Edge threshold (0100, default ~30)
uniform int u_int0; // Step size (0/1 = every pixel, 2+ = skip pixels)
in vec2 v_texCoord;
out vec4 fragColor;
const int MAX_RADIUS = 20;
const float EPSILON = 0.0001;
// Perceptual luminance
float getLuminance(vec3 rgb) {
return dot(rgb, vec3(0.299, 0.587, 0.114));
}
vec4 bilateralFilter(vec2 uv, vec2 texelSize, int radius,
float sigmaSpatial, float sigmaColor)
{
vec4 center = texture(u_image0, uv);
vec3 centerRGB = center.rgb;
float invSpatial2 = -0.5 / (sigmaSpatial * sigmaSpatial);
float invColor2 = -0.5 / (sigmaColor * sigmaColor + EPSILON);
vec3 sumRGB = vec3(0.0);
float sumWeight = 0.0;
int step = max(u_int0, 1);
float radius2 = float(radius * radius);
for (int dy = -MAX_RADIUS; dy <= MAX_RADIUS; dy++) {
if (dy < -radius || dy > radius) continue;
if (abs(dy) % step != 0) continue;
for (int dx = -MAX_RADIUS; dx <= MAX_RADIUS; dx++) {
if (dx < -radius || dx > radius) continue;
if (abs(dx) % step != 0) continue;
vec2 offset = vec2(float(dx), float(dy));
float dist2 = dot(offset, offset);
if (dist2 > radius2) continue;
vec3 sampleRGB = texture(u_image0, uv + offset * texelSize).rgb;
// Spatial Gaussian
float spatialWeight = exp(dist2 * invSpatial2);
// Perceptual color distance (weighted RGB)
vec3 diff = sampleRGB - centerRGB;
float colorDist = dot(diff * diff, vec3(0.299, 0.587, 0.114));
float colorWeight = exp(colorDist * invColor2);
float w = spatialWeight * colorWeight;
sumRGB += sampleRGB * w;
sumWeight += w;
}
}
vec3 resultRGB = sumRGB / max(sumWeight, EPSILON);
return vec4(resultRGB, center.a); // preserve center alpha
}
void main() {
vec2 texelSize = 1.0 / vec2(textureSize(u_image0, 0));
float radiusF = clamp(u_float0, 0.0, float(MAX_RADIUS));
int radius = int(radiusF + 0.5);
if (radius == 0) {
fragColor = texture(u_image0, v_texCoord);
return;
}
// Edge threshold → color sigma
// Squared curve for better low-end control
float t = clamp(u_float1, 0.0, 100.0) / 100.0;
t *= t;
float sigmaColor = mix(0.01, 0.5, t);
// Spatial sigma tied to radius
float sigmaSpatial = max(radiusF * 0.75, 0.5);
fragColor = bilateralFilter(
v_texCoord,
texelSize,
radius,
sigmaSpatial,
sigmaColor
);
}

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@@ -0,0 +1,124 @@
#version 300 es
precision highp float;
uniform sampler2D u_image0;
uniform vec2 u_resolution;
uniform float u_float0; // grain amount [0.0 1.0] typical: 0.20.8
uniform float u_float1; // grain size [0.3 3.0] lower = finer grain
uniform float u_float2; // color amount [0.0 1.0] 0 = monochrome, 1 = RGB grain
uniform float u_float3; // luminance bias [0.0 1.0] 0 = uniform, 1 = shadows only
uniform int u_int0; // noise mode [0 or 1] 0 = smooth, 1 = grainy
in vec2 v_texCoord;
layout(location = 0) out vec4 fragColor0;
// High-quality integer hash (pcg-like)
uint pcg(uint v) {
uint state = v * 747796405u + 2891336453u;
uint word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;
return (word >> 22u) ^ word;
}
// 2D -> 1D hash input
uint hash2d(uvec2 p) {
return pcg(p.x + pcg(p.y));
}
// Hash to float [0, 1]
float hashf(uvec2 p) {
return float(hash2d(p)) / float(0xffffffffu);
}
// Hash to float with offset (for RGB channels)
float hashf(uvec2 p, uint offset) {
return float(pcg(hash2d(p) + offset)) / float(0xffffffffu);
}
// Convert uniform [0,1] to roughly Gaussian distribution
// Using simple approximation: average of multiple samples
float toGaussian(uvec2 p) {
float sum = hashf(p, 0u) + hashf(p, 1u) + hashf(p, 2u) + hashf(p, 3u);
return (sum - 2.0) * 0.7; // Centered, scaled
}
float toGaussian(uvec2 p, uint offset) {
float sum = hashf(p, offset) + hashf(p, offset + 1u)
+ hashf(p, offset + 2u) + hashf(p, offset + 3u);
return (sum - 2.0) * 0.7;
}
// Smooth noise with better interpolation
float smoothNoise(vec2 p) {
vec2 i = floor(p);
vec2 f = fract(p);
// Quintic interpolation (less banding than cubic)
f = f * f * f * (f * (f * 6.0 - 15.0) + 10.0);
uvec2 ui = uvec2(i);
float a = toGaussian(ui);
float b = toGaussian(ui + uvec2(1u, 0u));
float c = toGaussian(ui + uvec2(0u, 1u));
float d = toGaussian(ui + uvec2(1u, 1u));
return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
}
float smoothNoise(vec2 p, uint offset) {
vec2 i = floor(p);
vec2 f = fract(p);
f = f * f * f * (f * (f * 6.0 - 15.0) + 10.0);
uvec2 ui = uvec2(i);
float a = toGaussian(ui, offset);
float b = toGaussian(ui + uvec2(1u, 0u), offset);
float c = toGaussian(ui + uvec2(0u, 1u), offset);
float d = toGaussian(ui + uvec2(1u, 1u), offset);
return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
}
void main() {
vec4 color = texture(u_image0, v_texCoord);
// Luminance (Rec.709)
float luma = dot(color.rgb, vec3(0.2126, 0.7152, 0.0722));
// Grain UV (resolution-independent)
vec2 grainUV = v_texCoord * u_resolution / max(u_float1, 0.01);
uvec2 grainPixel = uvec2(grainUV);
float g;
vec3 grainRGB;
if (u_int0 == 1) {
// Grainy mode: pure hash noise (no interpolation = no banding)
g = toGaussian(grainPixel);
grainRGB = vec3(
toGaussian(grainPixel, 100u),
toGaussian(grainPixel, 200u),
toGaussian(grainPixel, 300u)
);
} else {
// Smooth mode: interpolated with quintic curve
g = smoothNoise(grainUV);
grainRGB = vec3(
smoothNoise(grainUV, 100u),
smoothNoise(grainUV, 200u),
smoothNoise(grainUV, 300u)
);
}
// Luminance weighting (less grain in highlights)
float lumWeight = mix(1.0, 1.0 - luma, clamp(u_float3, 0.0, 1.0));
// Strength
float strength = u_float0 * 0.15;
// Color vs monochrome grain
vec3 grainColor = mix(vec3(g), grainRGB, clamp(u_float2, 0.0, 1.0));
color.rgb += grainColor * strength * lumWeight;
fragColor0 = vec4(clamp(color.rgb, 0.0, 1.0), color.a);
}

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@@ -0,0 +1,133 @@
#version 300 es
precision mediump float;
uniform sampler2D u_image0;
uniform vec2 u_resolution;
uniform int u_int0; // Blend mode
uniform int u_int1; // Color tint
uniform float u_float0; // Intensity
uniform float u_float1; // Radius
uniform float u_float2; // Threshold
in vec2 v_texCoord;
out vec4 fragColor;
const int BLEND_ADD = 0;
const int BLEND_SCREEN = 1;
const int BLEND_SOFT = 2;
const int BLEND_OVERLAY = 3;
const int BLEND_LIGHTEN = 4;
const float GOLDEN_ANGLE = 2.39996323;
const int MAX_SAMPLES = 48;
const vec3 LUMA = vec3(0.299, 0.587, 0.114);
float hash(vec2 p) {
p = fract(p * vec2(123.34, 456.21));
p += dot(p, p + 45.32);
return fract(p.x * p.y);
}
vec3 hexToRgb(int h) {
return vec3(
float((h >> 16) & 255),
float((h >> 8) & 255),
float(h & 255)
) * (1.0 / 255.0);
}
vec3 blend(vec3 base, vec3 glow, int mode) {
if (mode == BLEND_SCREEN) {
return 1.0 - (1.0 - base) * (1.0 - glow);
}
if (mode == BLEND_SOFT) {
return mix(
base - (1.0 - 2.0 * glow) * base * (1.0 - base),
base + (2.0 * glow - 1.0) * (sqrt(base) - base),
step(0.5, glow)
);
}
if (mode == BLEND_OVERLAY) {
return mix(
2.0 * base * glow,
1.0 - 2.0 * (1.0 - base) * (1.0 - glow),
step(0.5, base)
);
}
if (mode == BLEND_LIGHTEN) {
return max(base, glow);
}
return base + glow;
}
void main() {
vec4 original = texture(u_image0, v_texCoord);
float intensity = u_float0 * 0.05;
float radius = u_float1 * u_float1 * 0.012;
if (intensity < 0.001 || radius < 0.1) {
fragColor = original;
return;
}
float threshold = 1.0 - u_float2 * 0.01;
float t0 = threshold - 0.15;
float t1 = threshold + 0.15;
vec2 texelSize = 1.0 / u_resolution;
float radius2 = radius * radius;
float sampleScale = clamp(radius * 0.75, 0.35, 1.0);
int samples = int(float(MAX_SAMPLES) * sampleScale);
float noise = hash(gl_FragCoord.xy);
float angleOffset = noise * GOLDEN_ANGLE;
float radiusJitter = 0.85 + noise * 0.3;
float ca = cos(GOLDEN_ANGLE);
float sa = sin(GOLDEN_ANGLE);
vec2 dir = vec2(cos(angleOffset), sin(angleOffset));
vec3 glow = vec3(0.0);
float totalWeight = 0.0;
// Center tap
float centerMask = smoothstep(t0, t1, dot(original.rgb, LUMA));
glow += original.rgb * centerMask * 2.0;
totalWeight += 2.0;
for (int i = 1; i < MAX_SAMPLES; i++) {
if (i >= samples) break;
float fi = float(i);
float dist = sqrt(fi / float(samples)) * radius * radiusJitter;
vec2 offset = dir * dist * texelSize;
vec3 c = texture(u_image0, v_texCoord + offset).rgb;
float mask = smoothstep(t0, t1, dot(c, LUMA));
float w = 1.0 - (dist * dist) / (radius2 * 1.5);
w = max(w, 0.0);
w *= w;
glow += c * mask * w;
totalWeight += w;
dir = vec2(
dir.x * ca - dir.y * sa,
dir.x * sa + dir.y * ca
);
}
glow *= intensity / max(totalWeight, 0.001);
if (u_int1 > 0) {
glow *= hexToRgb(u_int1);
}
vec3 result = blend(original.rgb, glow, u_int0);
result += (noise - 0.5) * (1.0 / 255.0);
fragColor = vec4(clamp(result, 0.0, 1.0), original.a);
}

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#version 300 es
precision highp float;
uniform sampler2D u_image0;
uniform int u_int0; // Mode: 0=Master, 1=Reds, 2=Yellows, 3=Greens, 4=Cyans, 5=Blues, 6=Magentas, 7=Colorize
uniform int u_int1; // Color Space: 0=HSL, 1=HSB/HSV
uniform float u_float0; // Hue (-180 to 180)
uniform float u_float1; // Saturation (-100 to 100)
uniform float u_float2; // Lightness/Brightness (-100 to 100)
uniform float u_float3; // Overlap (0 to 100) - feathering between adjacent color ranges
in vec2 v_texCoord;
out vec4 fragColor;
// Color range modes
const int MODE_MASTER = 0;
const int MODE_RED = 1;
const int MODE_YELLOW = 2;
const int MODE_GREEN = 3;
const int MODE_CYAN = 4;
const int MODE_BLUE = 5;
const int MODE_MAGENTA = 6;
const int MODE_COLORIZE = 7;
// Color space modes
const int COLORSPACE_HSL = 0;
const int COLORSPACE_HSB = 1;
const float EPSILON = 0.0001;
//=============================================================================
// RGB <-> HSL Conversions
//=============================================================================
vec3 rgb2hsl(vec3 c) {
float maxC = max(max(c.r, c.g), c.b);
float minC = min(min(c.r, c.g), c.b);
float delta = maxC - minC;
float h = 0.0;
float s = 0.0;
float l = (maxC + minC) * 0.5;
if (delta > EPSILON) {
s = l < 0.5
? delta / (maxC + minC)
: delta / (2.0 - maxC - minC);
if (maxC == c.r) {
h = (c.g - c.b) / delta + (c.g < c.b ? 6.0 : 0.0);
} else if (maxC == c.g) {
h = (c.b - c.r) / delta + 2.0;
} else {
h = (c.r - c.g) / delta + 4.0;
}
h /= 6.0;
}
return vec3(h, s, l);
}
float hue2rgb(float p, float q, float t) {
t = fract(t);
if (t < 1.0/6.0) return p + (q - p) * 6.0 * t;
if (t < 0.5) return q;
if (t < 2.0/3.0) return p + (q - p) * (2.0/3.0 - t) * 6.0;
return p;
}
vec3 hsl2rgb(vec3 hsl) {
if (hsl.y < EPSILON) return vec3(hsl.z);
float q = hsl.z < 0.5
? hsl.z * (1.0 + hsl.y)
: hsl.z + hsl.y - hsl.z * hsl.y;
float p = 2.0 * hsl.z - q;
return vec3(
hue2rgb(p, q, hsl.x + 1.0/3.0),
hue2rgb(p, q, hsl.x),
hue2rgb(p, q, hsl.x - 1.0/3.0)
);
}
vec3 rgb2hsb(vec3 c) {
float maxC = max(max(c.r, c.g), c.b);
float minC = min(min(c.r, c.g), c.b);
float delta = maxC - minC;
float h = 0.0;
float s = (maxC > EPSILON) ? delta / maxC : 0.0;
float b = maxC;
if (delta > EPSILON) {
if (maxC == c.r) {
h = (c.g - c.b) / delta + (c.g < c.b ? 6.0 : 0.0);
} else if (maxC == c.g) {
h = (c.b - c.r) / delta + 2.0;
} else {
h = (c.r - c.g) / delta + 4.0;
}
h /= 6.0;
}
return vec3(h, s, b);
}
vec3 hsb2rgb(vec3 hsb) {
vec3 rgb = clamp(abs(mod(hsb.x * 6.0 + vec3(0.0, 4.0, 2.0), 6.0) - 3.0) - 1.0, 0.0, 1.0);
return hsb.z * mix(vec3(1.0), rgb, hsb.y);
}
//=============================================================================
// Color Range Weight Calculation
//=============================================================================
float hueDistance(float a, float b) {
float d = abs(a - b);
return min(d, 1.0 - d);
}
float getHueWeight(float hue, float center, float overlap) {
float baseWidth = 1.0 / 6.0;
float feather = baseWidth * overlap;
float d = hueDistance(hue, center);
float inner = baseWidth * 0.5;
float outer = inner + feather;
return 1.0 - smoothstep(inner, outer, d);
}
float getModeWeight(float hue, int mode, float overlap) {
if (mode == MODE_MASTER || mode == MODE_COLORIZE) return 1.0;
if (mode == MODE_RED) {
return max(
getHueWeight(hue, 0.0, overlap),
getHueWeight(hue, 1.0, overlap)
);
}
float center = float(mode - 1) / 6.0;
return getHueWeight(hue, center, overlap);
}
//=============================================================================
// Adjustment Functions
//=============================================================================
float adjustLightness(float l, float amount) {
return amount > 0.0
? l + (1.0 - l) * amount
: l + l * amount;
}
float adjustBrightness(float b, float amount) {
return clamp(b + amount, 0.0, 1.0);
}
float adjustSaturation(float s, float amount) {
return amount > 0.0
? s + (1.0 - s) * amount
: s + s * amount;
}
vec3 colorize(vec3 rgb, float hue, float sat, float light) {
float lum = dot(rgb, vec3(0.299, 0.587, 0.114));
float l = adjustLightness(lum, light);
vec3 hsl = vec3(fract(hue), clamp(abs(sat), 0.0, 1.0), clamp(l, 0.0, 1.0));
return hsl2rgb(hsl);
}
//=============================================================================
// Main
//=============================================================================
void main() {
vec4 original = texture(u_image0, v_texCoord);
float hueShift = u_float0 / 360.0; // -180..180 -> -0.5..0.5
float satAmount = u_float1 / 100.0; // -100..100 -> -1..1
float lightAmount= u_float2 / 100.0; // -100..100 -> -1..1
float overlap = u_float3 / 100.0; // 0..100 -> 0..1
vec3 result;
if (u_int0 == MODE_COLORIZE) {
result = colorize(original.rgb, hueShift, satAmount, lightAmount);
fragColor = vec4(result, original.a);
return;
}
vec3 hsx = (u_int1 == COLORSPACE_HSL)
? rgb2hsl(original.rgb)
: rgb2hsb(original.rgb);
float weight = getModeWeight(hsx.x, u_int0, overlap);
if (u_int0 != MODE_MASTER && hsx.y < EPSILON) {
weight = 0.0;
}
if (weight > EPSILON) {
float h = fract(hsx.x + hueShift * weight);
float s = clamp(adjustSaturation(hsx.y, satAmount * weight), 0.0, 1.0);
float v = (u_int1 == COLORSPACE_HSL)
? clamp(adjustLightness(hsx.z, lightAmount * weight), 0.0, 1.0)
: clamp(adjustBrightness(hsx.z, lightAmount * weight), 0.0, 1.0);
vec3 adjusted = vec3(h, s, v);
result = (u_int1 == COLORSPACE_HSL)
? hsl2rgb(adjusted)
: hsb2rgb(adjusted);
} else {
result = original.rgb;
}
fragColor = vec4(result, original.a);
}

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#version 300 es
#pragma passes 2
precision highp float;
// Blur type constants
const int BLUR_GAUSSIAN = 0;
const int BLUR_BOX = 1;
const int BLUR_RADIAL = 2;
// Radial blur config
const int RADIAL_SAMPLES = 12;
const float RADIAL_STRENGTH = 0.0003;
uniform sampler2D u_image0;
uniform vec2 u_resolution;
uniform int u_int0; // Blur type (BLUR_GAUSSIAN, BLUR_BOX, BLUR_RADIAL)
uniform float u_float0; // Blur radius/amount
uniform int u_pass; // Pass index (0 = horizontal, 1 = vertical)
in vec2 v_texCoord;
layout(location = 0) out vec4 fragColor0;
float gaussian(float x, float sigma) {
return exp(-(x * x) / (2.0 * sigma * sigma));
}
void main() {
vec2 texelSize = 1.0 / u_resolution;
float radius = max(u_float0, 0.0);
// Radial (angular) blur - single pass, doesn't use separable
if (u_int0 == BLUR_RADIAL) {
// Only execute on first pass
if (u_pass > 0) {
fragColor0 = texture(u_image0, v_texCoord);
return;
}
vec2 center = vec2(0.5);
vec2 dir = v_texCoord - center;
float dist = length(dir);
if (dist < 1e-4) {
fragColor0 = texture(u_image0, v_texCoord);
return;
}
vec4 sum = vec4(0.0);
float totalWeight = 0.0;
float angleStep = radius * RADIAL_STRENGTH;
dir /= dist;
float cosStep = cos(angleStep);
float sinStep = sin(angleStep);
float negAngle = -float(RADIAL_SAMPLES) * angleStep;
vec2 rotDir = vec2(
dir.x * cos(negAngle) - dir.y * sin(negAngle),
dir.x * sin(negAngle) + dir.y * cos(negAngle)
);
for (int i = -RADIAL_SAMPLES; i <= RADIAL_SAMPLES; i++) {
vec2 uv = center + rotDir * dist;
float w = 1.0 - abs(float(i)) / float(RADIAL_SAMPLES);
sum += texture(u_image0, uv) * w;
totalWeight += w;
rotDir = vec2(
rotDir.x * cosStep - rotDir.y * sinStep,
rotDir.x * sinStep + rotDir.y * cosStep
);
}
fragColor0 = sum / max(totalWeight, 0.001);
return;
}
// Separable Gaussian / Box blur
int samples = int(ceil(radius));
if (samples == 0) {
fragColor0 = texture(u_image0, v_texCoord);
return;
}
// Direction: pass 0 = horizontal, pass 1 = vertical
vec2 dir = (u_pass == 0) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
vec4 color = vec4(0.0);
float totalWeight = 0.0;
float sigma = radius / 2.0;
for (int i = -samples; i <= samples; i++) {
vec2 offset = dir * float(i) * texelSize;
vec4 sample_color = texture(u_image0, v_texCoord + offset);
float weight;
if (u_int0 == BLUR_GAUSSIAN) {
weight = gaussian(float(i), sigma);
} else {
// BLUR_BOX
weight = 1.0;
}
color += sample_color * weight;
totalWeight += weight;
}
fragColor0 = color / totalWeight;
}

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#version 300 es
precision highp float;
uniform sampler2D u_image0;
in vec2 v_texCoord;
layout(location = 0) out vec4 fragColor0;
layout(location = 1) out vec4 fragColor1;
layout(location = 2) out vec4 fragColor2;
layout(location = 3) out vec4 fragColor3;
void main() {
vec4 color = texture(u_image0, v_texCoord);
// Output each channel as grayscale to separate render targets
fragColor0 = vec4(vec3(color.r), 1.0); // Red channel
fragColor1 = vec4(vec3(color.g), 1.0); // Green channel
fragColor2 = vec4(vec3(color.b), 1.0); // Blue channel
fragColor3 = vec4(vec3(color.a), 1.0); // Alpha channel
}

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#version 300 es
precision highp float;
// Levels Adjustment
// u_int0: channel (0=RGB, 1=R, 2=G, 3=B) default: 0
// u_float0: input black (0-255) default: 0
// u_float1: input white (0-255) default: 255
// u_float2: gamma (0.01-9.99) default: 1.0
// u_float3: output black (0-255) default: 0
// u_float4: output white (0-255) default: 255
uniform sampler2D u_image0;
uniform int u_int0;
uniform float u_float0;
uniform float u_float1;
uniform float u_float2;
uniform float u_float3;
uniform float u_float4;
in vec2 v_texCoord;
out vec4 fragColor;
vec3 applyLevels(vec3 color, float inBlack, float inWhite, float gamma, float outBlack, float outWhite) {
float inRange = max(inWhite - inBlack, 0.0001);
vec3 result = clamp((color - inBlack) / inRange, 0.0, 1.0);
result = pow(result, vec3(1.0 / gamma));
result = mix(vec3(outBlack), vec3(outWhite), result);
return result;
}
float applySingleChannel(float value, float inBlack, float inWhite, float gamma, float outBlack, float outWhite) {
float inRange = max(inWhite - inBlack, 0.0001);
float result = clamp((value - inBlack) / inRange, 0.0, 1.0);
result = pow(result, 1.0 / gamma);
result = mix(outBlack, outWhite, result);
return result;
}
void main() {
vec4 texColor = texture(u_image0, v_texCoord);
vec3 color = texColor.rgb;
float inBlack = u_float0 / 255.0;
float inWhite = u_float1 / 255.0;
float gamma = u_float2;
float outBlack = u_float3 / 255.0;
float outWhite = u_float4 / 255.0;
vec3 result;
if (u_int0 == 0) {
result = applyLevels(color, inBlack, inWhite, gamma, outBlack, outWhite);
}
else if (u_int0 == 1) {
result = color;
result.r = applySingleChannel(color.r, inBlack, inWhite, gamma, outBlack, outWhite);
}
else if (u_int0 == 2) {
result = color;
result.g = applySingleChannel(color.g, inBlack, inWhite, gamma, outBlack, outWhite);
}
else if (u_int0 == 3) {
result = color;
result.b = applySingleChannel(color.b, inBlack, inWhite, gamma, outBlack, outWhite);
}
else {
result = color;
}
fragColor = vec4(result, texColor.a);
}

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# GLSL Shader Sources
This folder contains the GLSL fragment shaders extracted from blueprint JSON files for easier editing and version control.
## File Naming Convention
`{Blueprint_Name}_{node_id}.frag`
- **Blueprint_Name**: The JSON filename with spaces/special chars replaced by underscores
- **node_id**: The GLSLShader node ID within the subgraph
## Usage
```bash
# Extract shaders from blueprint JSONs to this folder
python update_blueprints.py extract
# Patch edited shaders back into blueprint JSONs
python update_blueprints.py patch
```
## Workflow
1. Run `extract` to pull current shaders from JSONs
2. Edit `.frag` files
3. Run `patch` to update the blueprint JSONs
4. Test
5. Commit both `.frag` files and updated JSONs

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#version 300 es
precision highp float;
uniform sampler2D u_image0;
uniform vec2 u_resolution;
uniform float u_float0; // strength [0.0 2.0] typical: 0.31.0
in vec2 v_texCoord;
layout(location = 0) out vec4 fragColor0;
void main() {
vec2 texel = 1.0 / u_resolution;
// Sample center and neighbors
vec4 center = texture(u_image0, v_texCoord);
vec4 top = texture(u_image0, v_texCoord + vec2( 0.0, -texel.y));
vec4 bottom = texture(u_image0, v_texCoord + vec2( 0.0, texel.y));
vec4 left = texture(u_image0, v_texCoord + vec2(-texel.x, 0.0));
vec4 right = texture(u_image0, v_texCoord + vec2( texel.x, 0.0));
// Edge enhancement (Laplacian)
vec4 edges = center * 4.0 - top - bottom - left - right;
// Add edges back scaled by strength
vec4 sharpened = center + edges * u_float0;
fragColor0 = vec4(clamp(sharpened.rgb, 0.0, 1.0), center.a);
}

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#version 300 es
precision highp float;
uniform sampler2D u_image0;
uniform vec2 u_resolution;
uniform float u_float0; // amount [0.0 - 3.0] typical: 0.5-1.5
uniform float u_float1; // radius [0.5 - 10.0] blur radius in pixels
uniform float u_float2; // threshold [0.0 - 0.1] min difference to sharpen
in vec2 v_texCoord;
layout(location = 0) out vec4 fragColor0;
float gaussian(float x, float sigma) {
return exp(-(x * x) / (2.0 * sigma * sigma));
}
float getLuminance(vec3 color) {
return dot(color, vec3(0.2126, 0.7152, 0.0722));
}
void main() {
vec2 texel = 1.0 / u_resolution;
float radius = max(u_float1, 0.5);
float amount = u_float0;
float threshold = u_float2;
vec4 original = texture(u_image0, v_texCoord);
// Gaussian blur for the "unsharp" mask
int samples = int(ceil(radius));
float sigma = radius / 2.0;
vec4 blurred = vec4(0.0);
float totalWeight = 0.0;
for (int x = -samples; x <= samples; x++) {
for (int y = -samples; y <= samples; y++) {
vec2 offset = vec2(float(x), float(y)) * texel;
vec4 sample_color = texture(u_image0, v_texCoord + offset);
float dist = length(vec2(float(x), float(y)));
float weight = gaussian(dist, sigma);
blurred += sample_color * weight;
totalWeight += weight;
}
}
blurred /= totalWeight;
// Unsharp mask = original - blurred
vec3 mask = original.rgb - blurred.rgb;
// Luminance-based threshold with smooth falloff
float lumaDelta = abs(getLuminance(original.rgb) - getLuminance(blurred.rgb));
float thresholdScale = smoothstep(0.0, threshold, lumaDelta);
mask *= thresholdScale;
// Sharpen: original + mask * amount
vec3 sharpened = original.rgb + mask * amount;
fragColor0 = vec4(clamp(sharpened, 0.0, 1.0), original.a);
}

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#!/usr/bin/env python3
"""
Shader Blueprint Updater
Syncs GLSL shader files between this folder and blueprint JSON files.
File naming convention:
{Blueprint Name}_{node_id}.frag
Usage:
python update_blueprints.py extract # Extract shaders from JSONs to here
python update_blueprints.py patch # Patch shaders back into JSONs
python update_blueprints.py # Same as patch (default)
"""
import json
import logging
import sys
import re
from pathlib import Path
logging.basicConfig(level=logging.INFO, format='%(message)s')
logger = logging.getLogger(__name__)
GLSL_DIR = Path(__file__).parent
BLUEPRINTS_DIR = GLSL_DIR.parent
def get_blueprint_files():
"""Get all blueprint JSON files."""
return sorted(BLUEPRINTS_DIR.glob("*.json"))
def sanitize_filename(name):
"""Convert blueprint name to safe filename."""
return re.sub(r'[^\w\-]', '_', name)
def extract_shaders():
"""Extract all shaders from blueprint JSONs to this folder."""
extracted = 0
for json_path in get_blueprint_files():
blueprint_name = json_path.stem
try:
with open(json_path, 'r') as f:
data = json.load(f)
except (json.JSONDecodeError, IOError) as e:
logger.warning("Skipping %s: %s", json_path.name, e)
continue
# Find GLSLShader nodes in subgraphs
for subgraph in data.get('definitions', {}).get('subgraphs', []):
for node in subgraph.get('nodes', []):
if node.get('type') == 'GLSLShader':
node_id = node.get('id')
widgets = node.get('widgets_values', [])
# Find shader code (first string that looks like GLSL)
for widget in widgets:
if isinstance(widget, str) and widget.startswith('#version'):
safe_name = sanitize_filename(blueprint_name)
frag_name = f"{safe_name}_{node_id}.frag"
frag_path = GLSL_DIR / frag_name
with open(frag_path, 'w') as f:
f.write(widget)
logger.info(" Extracted: %s", frag_name)
extracted += 1
break
logger.info("\nExtracted %d shader(s)", extracted)
def patch_shaders():
"""Patch shaders from this folder back into blueprint JSONs."""
# Build lookup: blueprint_name -> [(node_id, shader_code), ...]
shader_updates = {}
for frag_path in sorted(GLSL_DIR.glob("*.frag")):
# Parse filename: {blueprint_name}_{node_id}.frag
parts = frag_path.stem.rsplit('_', 1)
if len(parts) != 2:
logger.warning("Skipping %s: invalid filename format", frag_path.name)
continue
blueprint_name, node_id_str = parts
try:
node_id = int(node_id_str)
except ValueError:
logger.warning("Skipping %s: invalid node_id", frag_path.name)
continue
with open(frag_path, 'r') as f:
shader_code = f.read()
if blueprint_name not in shader_updates:
shader_updates[blueprint_name] = []
shader_updates[blueprint_name].append((node_id, shader_code))
# Apply updates to JSON files
patched = 0
for json_path in get_blueprint_files():
blueprint_name = sanitize_filename(json_path.stem)
if blueprint_name not in shader_updates:
continue
try:
with open(json_path, 'r') as f:
data = json.load(f)
except (json.JSONDecodeError, IOError) as e:
logger.error("Error reading %s: %s", json_path.name, e)
continue
modified = False
for node_id, shader_code in shader_updates[blueprint_name]:
# Find the node and update
for subgraph in data.get('definitions', {}).get('subgraphs', []):
for node in subgraph.get('nodes', []):
if node.get('id') == node_id and node.get('type') == 'GLSLShader':
widgets = node.get('widgets_values', [])
if len(widgets) > 0 and widgets[0] != shader_code:
widgets[0] = shader_code
modified = True
logger.info(" Patched: %s (node %d)", json_path.name, node_id)
patched += 1
if modified:
with open(json_path, 'w') as f:
json.dump(data, f)
if patched == 0:
logger.info("No changes to apply.")
else:
logger.info("\nPatched %d shader(s)", patched)
def main():
if len(sys.argv) < 2:
command = "patch"
else:
command = sys.argv[1].lower()
if command == "extract":
logger.info("Extracting shaders from blueprints...")
extract_shaders()
elif command in ("patch", "update", "apply"):
logger.info("Patching shaders into blueprints...")
patch_shaders()
else:
logger.info(__doc__)
sys.exit(1)
if __name__ == "__main__":
main()

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blueprints/Glow.json Normal file

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1
blueprints/Sharpen.json Normal file
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@@ -0,0 +1 @@
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@@ -152,7 +152,6 @@ class Chroma(nn.Module):
transformer_options={},
attn_mask: Tensor = None,
) -> Tensor:
transformer_options = transformer_options.copy()
patches_replace = transformer_options.get("patches_replace", {})
# running on sequences img
@@ -229,7 +228,6 @@ class Chroma(nn.Module):
transformer_options["total_blocks"] = len(self.single_blocks)
transformer_options["block_type"] = "single"
transformer_options["img_slice"] = [txt.shape[1], img.shape[1]]
for i, block in enumerate(self.single_blocks):
transformer_options["block_index"] = i
if i not in self.skip_dit:

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@@ -196,9 +196,6 @@ class DoubleStreamBlock(nn.Module):
else:
(img_mod1, img_mod2), (txt_mod1, txt_mod2) = vec
transformer_patches = transformer_options.get("patches", {})
extra_options = transformer_options.copy()
# prepare image for attention
img_modulated = self.img_norm1(img)
img_modulated = apply_mod(img_modulated, (1 + img_mod1.scale), img_mod1.shift, modulation_dims_img)
@@ -227,12 +224,6 @@ class DoubleStreamBlock(nn.Module):
attn = attention(q, k, v, pe=pe, mask=attn_mask, transformer_options=transformer_options)
del q, k, v
if "attn1_output_patch" in transformer_patches:
extra_options["img_slice"] = [txt.shape[1], attn.shape[1]]
patch = transformer_patches["attn1_output_patch"]
for p in patch:
attn = p(attn, extra_options)
txt_attn, img_attn = attn[:, : txt.shape[1]], attn[:, txt.shape[1]:]
# calculate the img bloks
@@ -312,9 +303,6 @@ class SingleStreamBlock(nn.Module):
else:
mod = vec
transformer_patches = transformer_options.get("patches", {})
extra_options = transformer_options.copy()
qkv, mlp = torch.split(self.linear1(apply_mod(self.pre_norm(x), (1 + mod.scale), mod.shift, modulation_dims)), [3 * self.hidden_size, self.mlp_hidden_dim_first], dim=-1)
q, k, v = qkv.view(qkv.shape[0], qkv.shape[1], 3, self.num_heads, -1).permute(2, 0, 3, 1, 4)
@@ -324,12 +312,6 @@ class SingleStreamBlock(nn.Module):
# compute attention
attn = attention(q, k, v, pe=pe, mask=attn_mask, transformer_options=transformer_options)
del q, k, v
if "attn1_output_patch" in transformer_patches:
patch = transformer_patches["attn1_output_patch"]
for p in patch:
attn = p(attn, extra_options)
# compute activation in mlp stream, cat again and run second linear layer
if self.yak_mlp:
mlp = self.mlp_act(mlp[..., self.mlp_hidden_dim_first // 2:]) * mlp[..., :self.mlp_hidden_dim_first // 2]

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@@ -142,7 +142,6 @@ class Flux(nn.Module):
attn_mask: Tensor = None,
) -> Tensor:
transformer_options = transformer_options.copy()
patches = transformer_options.get("patches", {})
patches_replace = transformer_options.get("patches_replace", {})
if img.ndim != 3 or txt.ndim != 3:
@@ -232,7 +231,6 @@ class Flux(nn.Module):
transformer_options["total_blocks"] = len(self.single_blocks)
transformer_options["block_type"] = "single"
transformer_options["img_slice"] = [txt.shape[1], img.shape[1]]
for i, block in enumerate(self.single_blocks):
transformer_options["block_index"] = i
if ("single_block", i) in blocks_replace:

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@@ -304,7 +304,6 @@ class HunyuanVideo(nn.Module):
control=None,
transformer_options={},
) -> Tensor:
transformer_options = transformer_options.copy()
patches_replace = transformer_options.get("patches_replace", {})
initial_shape = list(img.shape)
@@ -417,7 +416,6 @@ class HunyuanVideo(nn.Module):
transformer_options["total_blocks"] = len(self.single_blocks)
transformer_options["block_type"] = "single"
transformer_options["img_slice"] = [txt.shape[1], img.shape[1]]
for i, block in enumerate(self.single_blocks):
transformer_options["block_index"] = i
if ("single_block", i) in blocks_replace:

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@@ -102,7 +102,19 @@ class VideoConv3d(nn.Module):
return self.conv(x)
def interpolate_up(x, scale_factor):
return torch.nn.functional.interpolate(x, scale_factor=scale_factor, mode="nearest")
try:
return torch.nn.functional.interpolate(x, scale_factor=scale_factor, mode="nearest")
except: #operation not implemented for bf16
orig_shape = list(x.shape)
out_shape = orig_shape[:2]
for i in range(len(orig_shape) - 2):
out_shape.append(round(orig_shape[i + 2] * scale_factor[i]))
out = torch.empty(out_shape, dtype=x.dtype, layout=x.layout, device=x.device)
split = 8
l = out.shape[1] // split
for i in range(0, out.shape[1], l):
out[:,i:i+l] = torch.nn.functional.interpolate(x[:,i:i+l].to(torch.float32), scale_factor=scale_factor, mode="nearest").to(x.dtype)
return out
class Upsample(nn.Module):
def __init__(self, in_channels, with_conv, conv_op=ops.Conv2d, scale_factor=2.0):

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@@ -374,31 +374,6 @@ def pad_tensor_to_shape(tensor: torch.Tensor, new_shape: list[int]) -> torch.Ten
return padded_tensor
def calculate_shape(patches, weight, key, original_weights=None):
current_shape = weight.shape
for p in patches:
v = p[1]
offset = p[3]
# Offsets restore the old shape; lists force a diff without metadata
if offset is not None or isinstance(v, list):
continue
if isinstance(v, weight_adapter.WeightAdapterBase):
adapter_shape = v.calculate_shape(key)
if adapter_shape is not None:
current_shape = adapter_shape
continue
# Standard diff logic with padding
if len(v) == 2:
patch_type, patch_data = v[0], v[1]
if patch_type == "diff" and len(patch_data) > 1 and patch_data[1]['pad_weight']:
current_shape = patch_data[0].shape
return current_shape
def calculate_weight(patches, weight, key, intermediate_dtype=torch.float32, original_weights=None):
for p in patches:
strength = p[0]

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@@ -406,16 +406,13 @@ class ModelPatcher:
def memory_required(self, input_shape):
return self.model.memory_required(input_shape=input_shape)
def disable_model_cfg1_optimization(self):
self.model_options["disable_cfg1_optimization"] = True
def set_model_sampler_cfg_function(self, sampler_cfg_function, disable_cfg1_optimization=False):
if len(inspect.signature(sampler_cfg_function).parameters) == 3:
self.model_options["sampler_cfg_function"] = lambda args: sampler_cfg_function(args["cond"], args["uncond"], args["cond_scale"]) #Old way
else:
self.model_options["sampler_cfg_function"] = sampler_cfg_function
if disable_cfg1_optimization:
self.disable_model_cfg1_optimization()
self.model_options["disable_cfg1_optimization"] = True
def set_model_sampler_post_cfg_function(self, post_cfg_function, disable_cfg1_optimization=False):
self.model_options = set_model_options_post_cfg_function(self.model_options, post_cfg_function, disable_cfg1_optimization)
@@ -1517,10 +1514,8 @@ class ModelPatcherDynamic(ModelPatcher):
weight, _, _ = get_key_weight(self.model, key)
if weight is None:
return (False, 0)
return 0
if key in self.patches:
if comfy.lora.calculate_shape(self.patches[key], weight, key) != weight.shape:
return (True, 0)
setattr(m, param_key + "_lowvram_function", LowVramPatch(key, self.patches))
num_patches += 1
else:
@@ -1534,13 +1529,7 @@ class ModelPatcherDynamic(ModelPatcher):
model_dtype = getattr(m, param_key + "_comfy_model_dtype", None) or weight.dtype
weight._model_dtype = model_dtype
geometry = comfy.memory_management.TensorGeometry(shape=weight.shape, dtype=model_dtype)
return (False, comfy.memory_management.vram_aligned_size(geometry))
def force_load_param(self, param_key, device_to):
key = key_param_name_to_key(n, param_key)
if key in self.backup:
comfy.utils.set_attr_param(self.model, key, self.backup[key].weight)
self.patch_weight_to_device(key, device_to=device_to)
return comfy.memory_management.vram_aligned_size(geometry)
if hasattr(m, "comfy_cast_weights"):
m.comfy_cast_weights = True
@@ -1548,19 +1537,13 @@ class ModelPatcherDynamic(ModelPatcher):
m.seed_key = n
set_dirty(m, dirty)
force_load, v_weight_size = setup_param(self, m, n, "weight")
force_load_bias, v_weight_bias = setup_param(self, m, n, "bias")
force_load = force_load or force_load_bias
v_weight_size += v_weight_bias
v_weight_size = 0
v_weight_size += setup_param(self, m, n, "weight")
v_weight_size += setup_param(self, m, n, "bias")
if force_load:
logging.info(f"Module {n} has resizing Lora - force loading")
force_load_param(self, "weight", device_to)
force_load_param(self, "bias", device_to)
else:
if vbar is not None and not hasattr(m, "_v"):
m._v = vbar.alloc(v_weight_size)
allocated_size += v_weight_size
if vbar is not None and not hasattr(m, "_v"):
m._v = vbar.alloc(v_weight_size)
allocated_size += v_weight_size
else:
for param in params:
@@ -1623,11 +1606,6 @@ class ModelPatcherDynamic(ModelPatcher):
for m in self.model.modules():
move_weight_functions(m, device_to)
keys = list(self.backup.keys())
for k in keys:
bk = self.backup[k]
comfy.utils.set_attr_param(self.model, k, bk.weight)
def partially_load(self, device_to, extra_memory=0, force_patch_weights=False):
assert not force_patch_weights #See above
with self.use_ejected(skip_and_inject_on_exit_only=True):

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@@ -21,6 +21,7 @@ import logging
import comfy.model_management
from comfy.cli_args import args, PerformanceFeature, enables_dynamic_vram
import comfy.float
import comfy.rmsnorm
import json
import comfy.memory_management
import comfy.pinned_memory
@@ -462,7 +463,7 @@ class disable_weight_init:
else:
return super().forward(*args, **kwargs)
class RMSNorm(torch.nn.RMSNorm, CastWeightBiasOp):
class RMSNorm(comfy.rmsnorm.RMSNorm, CastWeightBiasOp):
def reset_parameters(self):
self.bias = None
return None
@@ -474,7 +475,8 @@ class disable_weight_init:
weight = None
bias = None
offload_stream = None
x = torch.nn.functional.rms_norm(input, self.normalized_shape, weight, self.eps)
x = comfy.rmsnorm.rms_norm(input, weight, self.eps) # TODO: switch to commented out line when old torch is deprecated
# x = torch.nn.functional.rms_norm(input, self.normalized_shape, weight, self.eps)
uncast_bias_weight(self, weight, bias, offload_stream)
return x

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@@ -1,10 +1,57 @@
import torch
import comfy.model_management
import numbers
import logging
RMSNorm = None
try:
rms_norm_torch = torch.nn.functional.rms_norm
RMSNorm = torch.nn.RMSNorm
except:
rms_norm_torch = None
logging.warning("Please update pytorch to use native RMSNorm")
RMSNorm = torch.nn.RMSNorm
def rms_norm(x, weight=None, eps=1e-6):
if weight is None:
return torch.nn.functional.rms_norm(x, (x.shape[-1],), eps=eps)
if rms_norm_torch is not None and not (torch.jit.is_tracing() or torch.jit.is_scripting()):
if weight is None:
return rms_norm_torch(x, (x.shape[-1],), eps=eps)
else:
return rms_norm_torch(x, weight.shape, weight=comfy.model_management.cast_to(weight, dtype=x.dtype, device=x.device), eps=eps)
else:
return torch.nn.functional.rms_norm(x, weight.shape, weight=comfy.model_management.cast_to(weight, dtype=x.dtype, device=x.device), eps=eps)
r = x * torch.rsqrt(torch.mean(x**2, dim=-1, keepdim=True) + eps)
if weight is None:
return r
else:
return r * comfy.model_management.cast_to(weight, dtype=x.dtype, device=x.device)
if RMSNorm is None:
class RMSNorm(torch.nn.Module):
def __init__(
self,
normalized_shape,
eps=1e-6,
elementwise_affine=True,
device=None,
dtype=None,
):
factory_kwargs = {"device": device, "dtype": dtype}
super().__init__()
if isinstance(normalized_shape, numbers.Integral):
# mypy error: incompatible types in assignment
normalized_shape = (normalized_shape,) # type: ignore[assignment]
self.normalized_shape = tuple(normalized_shape) # type: ignore[arg-type]
self.eps = eps
self.elementwise_affine = elementwise_affine
if self.elementwise_affine:
self.weight = torch.nn.Parameter(
torch.empty(self.normalized_shape, **factory_kwargs)
)
else:
self.register_parameter("weight", None)
self.bias = None
def forward(self, x):
return rms_norm(x, self.weight, self.eps)

View File

@@ -49,12 +49,6 @@ class WeightAdapterBase:
"""
raise NotImplementedError
def calculate_shape(
self,
key
):
return None
def calculate_weight(
self,
weight,

View File

@@ -214,13 +214,6 @@ class LoRAAdapter(WeightAdapterBase):
else:
return None
def calculate_shape(
self,
key
):
reshape = self.weights[5]
return tuple(reshape) if reshape is not None else None
def calculate_weight(
self,
weight,

View File

@@ -14,7 +14,6 @@ SERVER_FEATURE_FLAGS: dict[str, Any] = {
"supports_preview_metadata": True,
"max_upload_size": args.max_upload_size * 1024 * 1024, # Convert MB to bytes
"extension": {"manager": {"supports_v4": True}},
"node_replacements": True,
}

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@@ -21,17 +21,6 @@ class ComfyAPI_latest(ComfyAPIBase):
VERSION = "latest"
STABLE = False
def __init__(self):
super().__init__()
self.node_replacement = self.NodeReplacement()
self.execution = self.Execution()
class NodeReplacement(ProxiedSingleton):
async def register(self, node_replace: io.NodeReplace) -> None:
"""Register a node replacement mapping."""
from server import PromptServer
PromptServer.instance.node_replace_manager.register(node_replace)
class Execution(ProxiedSingleton):
async def set_progress(
self,
@@ -84,6 +73,8 @@ class ComfyAPI_latest(ComfyAPIBase):
image=to_display,
)
execution: Execution
class ComfyExtension(ABC):
async def on_load(self) -> None:
"""

View File

@@ -75,12 +75,6 @@ class NumberDisplay(str, Enum):
slider = "slider"
class ControlAfterGenerate(str, Enum):
fixed = "fixed"
increment = "increment"
decrement = "decrement"
randomize = "randomize"
class _ComfyType(ABC):
Type = Any
io_type: str = None
@@ -269,7 +263,7 @@ class Int(ComfyTypeIO):
class Input(WidgetInput):
'''Integer input.'''
def __init__(self, id: str, display_name: str=None, optional=False, tooltip: str=None, lazy: bool=None,
default: int=None, min: int=None, max: int=None, step: int=None, control_after_generate: bool | ControlAfterGenerate=None,
default: int=None, min: int=None, max: int=None, step: int=None, control_after_generate: bool=None,
display_mode: NumberDisplay=None, socketless: bool=None, force_input: bool=None, extra_dict=None, raw_link: bool=None, advanced: bool=None):
super().__init__(id, display_name, optional, tooltip, lazy, default, socketless, None, force_input, extra_dict, raw_link, advanced)
self.min = min
@@ -351,7 +345,7 @@ class Combo(ComfyTypeIO):
tooltip: str=None,
lazy: bool=None,
default: str | int | Enum = None,
control_after_generate: bool | ControlAfterGenerate=None,
control_after_generate: bool=None,
upload: UploadType=None,
image_folder: FolderType=None,
remote: RemoteOptions=None,
@@ -395,7 +389,7 @@ class MultiCombo(ComfyTypeI):
Type = list[str]
class Input(Combo.Input):
def __init__(self, id: str, options: list[str], display_name: str=None, optional=False, tooltip: str=None, lazy: bool=None,
default: list[str]=None, placeholder: str=None, chip: bool=None, control_after_generate: bool | ControlAfterGenerate=None,
default: list[str]=None, placeholder: str=None, chip: bool=None, control_after_generate: bool=None,
socketless: bool=None, extra_dict=None, raw_link: bool=None, advanced: bool=None):
super().__init__(id, options, display_name, optional, tooltip, lazy, default, control_after_generate, socketless=socketless, extra_dict=extra_dict, raw_link=raw_link, advanced=advanced)
self.multiselect = True
@@ -2036,74 +2030,11 @@ class _UIOutput(ABC):
...
class InputMapOldId(TypedDict):
"""Map an old node input to a new node input by ID."""
new_id: str
old_id: str
class InputMapSetValue(TypedDict):
"""Set a specific value for a new node input."""
new_id: str
set_value: Any
InputMap = InputMapOldId | InputMapSetValue
"""
Input mapping for node replacement. Type is inferred by dictionary keys:
- {"new_id": str, "old_id": str} - maps old input to new input
- {"new_id": str, "set_value": Any} - sets a specific value for new input
"""
class OutputMap(TypedDict):
"""Map outputs of node replacement via indexes."""
new_idx: int
old_idx: int
class NodeReplace:
"""
Defines a possible node replacement, mapping inputs and outputs of the old node to the new node.
Also supports assigning specific values to the input widgets of the new node.
Args:
new_node_id: The class name of the new replacement node.
old_node_id: The class name of the deprecated node.
old_widget_ids: Ordered list of input IDs for widgets that may not have an input slot
connected. The workflow JSON stores widget values by their relative position index,
not by ID. This list maps those positional indexes to input IDs, enabling the
replacement system to correctly identify widget values during node migration.
input_mapping: List of input mappings from old node to new node.
output_mapping: List of output mappings from old node to new node.
"""
def __init__(self,
new_node_id: str,
old_node_id: str,
old_widget_ids: list[str] | None=None,
input_mapping: list[InputMap] | None=None,
output_mapping: list[OutputMap] | None=None,
):
self.new_node_id = new_node_id
self.old_node_id = old_node_id
self.old_widget_ids = old_widget_ids
self.input_mapping = input_mapping
self.output_mapping = output_mapping
def as_dict(self):
"""Create serializable representation of the node replacement."""
return {
"new_node_id": self.new_node_id,
"old_node_id": self.old_node_id,
"old_widget_ids": self.old_widget_ids,
"input_mapping": list(self.input_mapping) if self.input_mapping else None,
"output_mapping": list(self.output_mapping) if self.output_mapping else None,
}
__all__ = [
"FolderType",
"UploadType",
"RemoteOptions",
"NumberDisplay",
"ControlAfterGenerate",
"comfytype",
"Custom",
@@ -2190,5 +2121,4 @@ __all__ = [
"ImageCompare",
"PriceBadgeDepends",
"PriceBadge",
"NodeReplace",
]

View File

@@ -45,55 +45,17 @@ class BriaEditImageRequest(BaseModel):
)
class BriaRemoveBackgroundRequest(BaseModel):
image: str = Field(...)
sync: bool = Field(False)
visual_input_content_moderation: bool = Field(
False, description="If true, returns 422 on input image moderation failure."
)
visual_output_content_moderation: bool = Field(
False, description="If true, returns 422 on visual output moderation failure."
)
seed: int = Field(...)
class BriaStatusResponse(BaseModel):
request_id: str = Field(...)
status_url: str = Field(...)
warning: str | None = Field(None)
class BriaRemoveBackgroundResult(BaseModel):
image_url: str = Field(...)
class BriaRemoveBackgroundResponse(BaseModel):
status: str = Field(...)
result: BriaRemoveBackgroundResult | None = Field(None)
class BriaImageEditResult(BaseModel):
class BriaResult(BaseModel):
structured_prompt: str = Field(...)
image_url: str = Field(...)
class BriaImageEditResponse(BaseModel):
class BriaResponse(BaseModel):
status: str = Field(...)
result: BriaImageEditResult | None = Field(None)
class BriaRemoveVideoBackgroundRequest(BaseModel):
video: str = Field(...)
background_color: str = Field(default="transparent", description="Background color for the output video.")
output_container_and_codec: str = Field(...)
preserve_audio: bool = Field(True)
seed: int = Field(...)
class BriaRemoveVideoBackgroundResult(BaseModel):
video_url: str = Field(...)
class BriaRemoveVideoBackgroundResponse(BaseModel):
status: str = Field(...)
result: BriaRemoveVideoBackgroundResult | None = Field(None)
result: BriaResult | None = Field(None)

View File

@@ -64,23 +64,3 @@ class To3DProTaskResultResponse(BaseModel):
class To3DProTaskQueryRequest(BaseModel):
JobId: str = Field(...)
class To3DUVFileInput(BaseModel):
Type: str = Field(..., description="File type: GLB, OBJ, or FBX")
Url: str = Field(...)
class To3DUVTaskRequest(BaseModel):
File: To3DUVFileInput = Field(...)
class TextureEditImageInfo(BaseModel):
Url: str = Field(...)
class TextureEditTaskRequest(BaseModel):
File3D: To3DUVFileInput = Field(...)
Image: TextureEditImageInfo | None = Field(None)
Prompt: str | None = Field(None)
EnablePBR: bool | None = Field(None)

View File

@@ -3,11 +3,7 @@ from typing_extensions import override
from comfy_api.latest import IO, ComfyExtension, Input
from comfy_api_nodes.apis.bria import (
BriaEditImageRequest,
BriaRemoveBackgroundRequest,
BriaRemoveBackgroundResponse,
BriaRemoveVideoBackgroundRequest,
BriaRemoveVideoBackgroundResponse,
BriaImageEditResponse,
BriaResponse,
BriaStatusResponse,
InputModerationSettings,
)
@@ -15,12 +11,10 @@ from comfy_api_nodes.util import (
ApiEndpoint,
convert_mask_to_image,
download_url_to_image_tensor,
download_url_to_video_output,
get_number_of_images,
poll_op,
sync_op,
upload_image_to_comfyapi,
upload_video_to_comfyapi,
validate_video_duration,
upload_images_to_comfyapi,
)
@@ -79,15 +73,21 @@ class BriaImageEditNode(IO.ComfyNode):
IO.DynamicCombo.Input(
"moderation",
options=[
IO.DynamicCombo.Option("false", []),
IO.DynamicCombo.Option(
"true",
[
IO.Boolean.Input("prompt_content_moderation", default=False),
IO.Boolean.Input("visual_input_moderation", default=False),
IO.Boolean.Input("visual_output_moderation", default=True),
IO.Boolean.Input(
"prompt_content_moderation", default=False
),
IO.Boolean.Input(
"visual_input_moderation", default=False
),
IO.Boolean.Input(
"visual_output_moderation", default=True
),
],
),
IO.DynamicCombo.Option("false", []),
],
tooltip="Moderation settings",
),
@@ -127,26 +127,50 @@ class BriaImageEditNode(IO.ComfyNode):
mask: Input.Image | None = None,
) -> IO.NodeOutput:
if not prompt and not structured_prompt:
raise ValueError("One of prompt or structured_prompt is required to be non-empty.")
raise ValueError(
"One of prompt or structured_prompt is required to be non-empty."
)
if get_number_of_images(image) != 1:
raise ValueError("Exactly one input image is required.")
mask_url = None
if mask is not None:
mask_url = await upload_image_to_comfyapi(cls, convert_mask_to_image(mask), wait_label="Uploading mask")
mask_url = (
await upload_images_to_comfyapi(
cls,
convert_mask_to_image(mask),
max_images=1,
mime_type="image/png",
wait_label="Uploading mask",
)
)[0]
response = await sync_op(
cls,
ApiEndpoint(path="proxy/bria/v2/image/edit", method="POST"),
data=BriaEditImageRequest(
instruction=prompt if prompt else None,
structured_instruction=structured_prompt if structured_prompt else None,
images=[await upload_image_to_comfyapi(cls, image, wait_label="Uploading image")],
images=await upload_images_to_comfyapi(
cls,
image,
max_images=1,
mime_type="image/png",
wait_label="Uploading image",
),
mask=mask_url,
negative_prompt=negative_prompt if negative_prompt else None,
guidance_scale=guidance_scale,
seed=seed,
model_version=model,
steps_num=steps,
prompt_content_moderation=moderation.get("prompt_content_moderation", False),
visual_input_content_moderation=moderation.get("visual_input_moderation", False),
visual_output_content_moderation=moderation.get("visual_output_moderation", False),
prompt_content_moderation=moderation.get(
"prompt_content_moderation", False
),
visual_input_content_moderation=moderation.get(
"visual_input_moderation", False
),
visual_output_content_moderation=moderation.get(
"visual_output_moderation", False
),
),
response_model=BriaStatusResponse,
)
@@ -154,7 +178,7 @@ class BriaImageEditNode(IO.ComfyNode):
cls,
ApiEndpoint(path=f"/proxy/bria/v2/status/{response.request_id}"),
status_extractor=lambda r: r.status,
response_model=BriaImageEditResponse,
response_model=BriaResponse,
)
return IO.NodeOutput(
await download_url_to_image_tensor(response.result.image_url),
@@ -162,167 +186,11 @@ class BriaImageEditNode(IO.ComfyNode):
)
class BriaRemoveImageBackground(IO.ComfyNode):
@classmethod
def define_schema(cls):
return IO.Schema(
node_id="BriaRemoveImageBackground",
display_name="Bria Remove Image Background",
category="api node/image/Bria",
description="Remove the background from an image using Bria RMBG 2.0.",
inputs=[
IO.Image.Input("image"),
IO.DynamicCombo.Input(
"moderation",
options=[
IO.DynamicCombo.Option("false", []),
IO.DynamicCombo.Option(
"true",
[
IO.Boolean.Input("visual_input_moderation", default=False),
IO.Boolean.Input("visual_output_moderation", default=True),
],
),
],
tooltip="Moderation settings",
),
IO.Int.Input(
"seed",
default=0,
min=0,
max=2147483647,
display_mode=IO.NumberDisplay.number,
control_after_generate=True,
tooltip="Seed controls whether the node should re-run; "
"results are non-deterministic regardless of seed.",
),
],
outputs=[IO.Image.Output()],
hidden=[
IO.Hidden.auth_token_comfy_org,
IO.Hidden.api_key_comfy_org,
IO.Hidden.unique_id,
],
is_api_node=True,
price_badge=IO.PriceBadge(
expr="""{"type":"usd","usd":0.018}""",
),
)
@classmethod
async def execute(
cls,
image: Input.Image,
moderation: dict,
seed: int,
) -> IO.NodeOutput:
response = await sync_op(
cls,
ApiEndpoint(path="/proxy/bria/v2/image/edit/remove_background", method="POST"),
data=BriaRemoveBackgroundRequest(
image=await upload_image_to_comfyapi(cls, image, wait_label="Uploading image"),
sync=False,
visual_input_content_moderation=moderation.get("visual_input_moderation", False),
visual_output_content_moderation=moderation.get("visual_output_moderation", False),
seed=seed,
),
response_model=BriaStatusResponse,
)
response = await poll_op(
cls,
ApiEndpoint(path=f"/proxy/bria/v2/status/{response.request_id}"),
status_extractor=lambda r: r.status,
response_model=BriaRemoveBackgroundResponse,
)
return IO.NodeOutput(await download_url_to_image_tensor(response.result.image_url))
class BriaRemoveVideoBackground(IO.ComfyNode):
@classmethod
def define_schema(cls):
return IO.Schema(
node_id="BriaRemoveVideoBackground",
display_name="Bria Remove Video Background",
category="api node/video/Bria",
description="Remove the background from a video using Bria. ",
inputs=[
IO.Video.Input("video"),
IO.Combo.Input(
"background_color",
options=[
"Black",
"White",
"Gray",
"Red",
"Green",
"Blue",
"Yellow",
"Cyan",
"Magenta",
"Orange",
],
tooltip="Background color for the output video.",
),
IO.Int.Input(
"seed",
default=0,
min=0,
max=2147483647,
display_mode=IO.NumberDisplay.number,
control_after_generate=True,
tooltip="Seed controls whether the node should re-run; "
"results are non-deterministic regardless of seed.",
),
],
outputs=[IO.Video.Output()],
hidden=[
IO.Hidden.auth_token_comfy_org,
IO.Hidden.api_key_comfy_org,
IO.Hidden.unique_id,
],
is_api_node=True,
price_badge=IO.PriceBadge(
expr="""{"type":"usd","usd":0.14,"format":{"suffix":"/second"}}""",
),
)
@classmethod
async def execute(
cls,
video: Input.Video,
background_color: str,
seed: int,
) -> IO.NodeOutput:
validate_video_duration(video, max_duration=60.0)
response = await sync_op(
cls,
ApiEndpoint(path="/proxy/bria/v2/video/edit/remove_background", method="POST"),
data=BriaRemoveVideoBackgroundRequest(
video=await upload_video_to_comfyapi(cls, video),
background_color=background_color,
output_container_and_codec="mp4_h264",
seed=seed,
),
response_model=BriaStatusResponse,
)
response = await poll_op(
cls,
ApiEndpoint(path=f"/proxy/bria/v2/status/{response.request_id}"),
status_extractor=lambda r: r.status,
response_model=BriaRemoveVideoBackgroundResponse,
)
return IO.NodeOutput(await download_url_to_video_output(response.result.video_url))
class BriaExtension(ComfyExtension):
@override
async def get_node_list(self) -> list[type[IO.ComfyNode]]:
return [
BriaImageEditNode,
BriaRemoveImageBackground,
BriaRemoveVideoBackground,
]

View File

@@ -1,48 +1,31 @@
from typing_extensions import override
from comfy_api.latest import IO, ComfyExtension, Input, Types
from comfy_api.latest import IO, ComfyExtension, Input
from comfy_api_nodes.apis.hunyuan3d import (
Hunyuan3DViewImage,
InputGenerateType,
ResultFile3D,
TextureEditTaskRequest,
To3DProTaskCreateResponse,
To3DProTaskQueryRequest,
To3DProTaskRequest,
To3DProTaskResultResponse,
To3DUVFileInput,
To3DUVTaskRequest,
)
from comfy_api_nodes.util import (
ApiEndpoint,
download_url_to_file_3d,
download_url_to_image_tensor,
downscale_image_tensor_by_max_side,
poll_op,
sync_op,
upload_3d_model_to_comfyapi,
upload_image_to_comfyapi,
validate_image_dimensions,
validate_string,
)
def _is_tencent_rate_limited(status: int, body: object) -> bool:
return (
status == 400
and isinstance(body, dict)
and "RequestLimitExceeded" in str(body.get("Response", {}).get("Error", {}).get("Code", ""))
)
def get_file_from_response(
response_objs: list[ResultFile3D], file_type: str, raise_if_not_found: bool = True
) -> ResultFile3D | None:
def get_file_from_response(response_objs: list[ResultFile3D], file_type: str) -> ResultFile3D | None:
for i in response_objs:
if i.Type.lower() == file_type.lower():
return i
if raise_if_not_found:
raise ValueError(f"'{file_type}' file type is not found in the response.")
return None
@@ -52,7 +35,7 @@ class TencentTextToModelNode(IO.ComfyNode):
def define_schema(cls):
return IO.Schema(
node_id="TencentTextToModelNode",
display_name="Hunyuan3D: Text to Model",
display_name="Hunyuan3D: Text to Model (Pro)",
category="api node/3d/Tencent",
inputs=[
IO.Combo.Input(
@@ -137,7 +120,6 @@ class TencentTextToModelNode(IO.ComfyNode):
EnablePBR=generate_type.get("pbr", None),
PolygonType=generate_type.get("polygon_type", None),
),
is_rate_limited=_is_tencent_rate_limited,
)
if response.Error:
raise ValueError(f"Task creation failed with code {response.Error.Code}: {response.Error.Message}")
@@ -149,14 +131,11 @@ class TencentTextToModelNode(IO.ComfyNode):
response_model=To3DProTaskResultResponse,
status_extractor=lambda r: r.Status,
)
glb_result = get_file_from_response(result.ResultFile3Ds, "glb")
obj_result = get_file_from_response(result.ResultFile3Ds, "obj")
file_glb = await download_url_to_file_3d(glb_result.Url, "glb", task_id=task_id) if glb_result else None
return IO.NodeOutput(
f"{task_id}.glb",
await download_url_to_file_3d(
get_file_from_response(result.ResultFile3Ds, "glb").Url, "glb", task_id=task_id
),
await download_url_to_file_3d(
get_file_from_response(result.ResultFile3Ds, "obj").Url, "obj", task_id=task_id
),
file_glb, file_glb, await download_url_to_file_3d(obj_result.Url, "obj", task_id=task_id) if obj_result else None
)
@@ -166,7 +145,7 @@ class TencentImageToModelNode(IO.ComfyNode):
def define_schema(cls):
return IO.Schema(
node_id="TencentImageToModelNode",
display_name="Hunyuan3D: Image(s) to Model",
display_name="Hunyuan3D: Image(s) to Model (Pro)",
category="api node/3d/Tencent",
inputs=[
IO.Combo.Input(
@@ -289,7 +268,6 @@ class TencentImageToModelNode(IO.ComfyNode):
EnablePBR=generate_type.get("pbr", None),
PolygonType=generate_type.get("polygon_type", None),
),
is_rate_limited=_is_tencent_rate_limited,
)
if response.Error:
raise ValueError(f"Task creation failed with code {response.Error.Code}: {response.Error.Message}")
@@ -301,257 +279,11 @@ class TencentImageToModelNode(IO.ComfyNode):
response_model=To3DProTaskResultResponse,
status_extractor=lambda r: r.Status,
)
glb_result = get_file_from_response(result.ResultFile3Ds, "glb")
obj_result = get_file_from_response(result.ResultFile3Ds, "obj")
file_glb = await download_url_to_file_3d(glb_result.Url, "glb", task_id=task_id) if glb_result else None
return IO.NodeOutput(
f"{task_id}.glb",
await download_url_to_file_3d(
get_file_from_response(result.ResultFile3Ds, "glb").Url, "glb", task_id=task_id
),
await download_url_to_file_3d(
get_file_from_response(result.ResultFile3Ds, "obj").Url, "obj", task_id=task_id
),
)
class TencentModelTo3DUVNode(IO.ComfyNode):
@classmethod
def define_schema(cls):
return IO.Schema(
node_id="TencentModelTo3DUVNode",
display_name="Hunyuan3D: Model to UV",
category="api node/3d/Tencent",
description="Perform UV unfolding on a 3D model to generate UV texture. "
"Input model must have less than 30000 faces.",
inputs=[
IO.MultiType.Input(
"model_3d",
types=[IO.File3DGLB, IO.File3DOBJ, IO.File3DFBX, IO.File3DAny],
tooltip="Input 3D model (GLB, OBJ, or FBX)",
),
IO.Int.Input(
"seed",
default=1,
min=0,
max=2147483647,
display_mode=IO.NumberDisplay.number,
control_after_generate=True,
tooltip="Seed controls whether the node should re-run; "
"results are non-deterministic regardless of seed.",
),
],
outputs=[
IO.File3DOBJ.Output(display_name="OBJ"),
IO.File3DFBX.Output(display_name="FBX"),
IO.Image.Output(),
],
hidden=[
IO.Hidden.auth_token_comfy_org,
IO.Hidden.api_key_comfy_org,
IO.Hidden.unique_id,
],
is_api_node=True,
price_badge=IO.PriceBadge(expr='{"type":"usd","usd":0.2}'),
)
SUPPORTED_FORMATS = {"glb", "obj", "fbx"}
@classmethod
async def execute(
cls,
model_3d: Types.File3D,
seed: int,
) -> IO.NodeOutput:
_ = seed
file_format = model_3d.format.lower()
if file_format not in cls.SUPPORTED_FORMATS:
raise ValueError(
f"Unsupported file format: '{file_format}'. "
f"Supported formats: {', '.join(sorted(cls.SUPPORTED_FORMATS))}."
)
response = await sync_op(
cls,
ApiEndpoint(path="/proxy/tencent/hunyuan/3d-uv", method="POST"),
response_model=To3DProTaskCreateResponse,
data=To3DUVTaskRequest(
File=To3DUVFileInput(
Type=file_format.upper(),
Url=await upload_3d_model_to_comfyapi(cls, model_3d, file_format),
)
),
is_rate_limited=_is_tencent_rate_limited,
)
if response.Error:
raise ValueError(f"Task creation failed with code {response.Error.Code}: {response.Error.Message}")
result = await poll_op(
cls,
ApiEndpoint(path="/proxy/tencent/hunyuan/3d-uv/query", method="POST"),
data=To3DProTaskQueryRequest(JobId=response.JobId),
response_model=To3DProTaskResultResponse,
status_extractor=lambda r: r.Status,
)
return IO.NodeOutput(
await download_url_to_file_3d(get_file_from_response(result.ResultFile3Ds, "obj").Url, "obj"),
await download_url_to_file_3d(get_file_from_response(result.ResultFile3Ds, "fbx").Url, "fbx"),
await download_url_to_image_tensor(get_file_from_response(result.ResultFile3Ds, "image").Url),
)
class Tencent3DTextureEditNode(IO.ComfyNode):
@classmethod
def define_schema(cls):
return IO.Schema(
node_id="Tencent3DTextureEditNode",
display_name="Hunyuan3D: 3D Texture Edit",
category="api node/3d/Tencent",
description="After inputting the 3D model, perform 3D model texture redrawing.",
inputs=[
IO.MultiType.Input(
"model_3d",
types=[IO.File3DFBX, IO.File3DAny],
tooltip="3D model in FBX format. Model should have less than 100000 faces.",
),
IO.String.Input(
"prompt",
multiline=True,
default="",
tooltip="Describes texture editing. Supports up to 1024 UTF-8 characters.",
),
IO.Int.Input(
"seed",
default=0,
min=0,
max=2147483647,
display_mode=IO.NumberDisplay.number,
control_after_generate=True,
tooltip="Seed controls whether the node should re-run; "
"results are non-deterministic regardless of seed.",
),
],
outputs=[
IO.File3DGLB.Output(display_name="GLB"),
IO.File3DFBX.Output(display_name="FBX"),
],
hidden=[
IO.Hidden.auth_token_comfy_org,
IO.Hidden.api_key_comfy_org,
IO.Hidden.unique_id,
],
is_api_node=True,
price_badge=IO.PriceBadge(
expr="""{"type":"usd","usd": 0.6}""",
),
)
@classmethod
async def execute(
cls,
model_3d: Types.File3D,
prompt: str,
seed: int,
) -> IO.NodeOutput:
_ = seed
file_format = model_3d.format.lower()
if file_format != "fbx":
raise ValueError(f"Unsupported file format: '{file_format}'. Only FBX format is supported.")
validate_string(prompt, field_name="prompt", min_length=1, max_length=1024)
model_url = await upload_3d_model_to_comfyapi(cls, model_3d, file_format)
response = await sync_op(
cls,
ApiEndpoint(path="/proxy/tencent/hunyuan/3d-texture-edit", method="POST"),
response_model=To3DProTaskCreateResponse,
data=TextureEditTaskRequest(
File3D=To3DUVFileInput(Type=file_format.upper(), Url=model_url),
Prompt=prompt,
EnablePBR=True,
),
is_rate_limited=_is_tencent_rate_limited,
)
if response.Error:
raise ValueError(f"Task creation failed with code {response.Error.Code}: {response.Error.Message}")
result = await poll_op(
cls,
ApiEndpoint(path="/proxy/tencent/hunyuan/3d-texture-edit/query", method="POST"),
data=To3DProTaskQueryRequest(JobId=response.JobId),
response_model=To3DProTaskResultResponse,
status_extractor=lambda r: r.Status,
)
return IO.NodeOutput(
await download_url_to_file_3d(get_file_from_response(result.ResultFile3Ds, "glb").Url, "glb"),
await download_url_to_file_3d(get_file_from_response(result.ResultFile3Ds, "fbx").Url, "fbx"),
)
class Tencent3DPartNode(IO.ComfyNode):
@classmethod
def define_schema(cls):
return IO.Schema(
node_id="Tencent3DPartNode",
display_name="Hunyuan3D: 3D Part",
category="api node/3d/Tencent",
description="Automatically perform component identification and generation based on the model structure.",
inputs=[
IO.MultiType.Input(
"model_3d",
types=[IO.File3DFBX, IO.File3DAny],
tooltip="3D model in FBX format. Model should have less than 30000 faces.",
),
IO.Int.Input(
"seed",
default=0,
min=0,
max=2147483647,
display_mode=IO.NumberDisplay.number,
control_after_generate=True,
tooltip="Seed controls whether the node should re-run; "
"results are non-deterministic regardless of seed.",
),
],
outputs=[
IO.File3DFBX.Output(display_name="FBX"),
],
hidden=[
IO.Hidden.auth_token_comfy_org,
IO.Hidden.api_key_comfy_org,
IO.Hidden.unique_id,
],
is_api_node=True,
price_badge=IO.PriceBadge(expr='{"type":"usd","usd":0.6}'),
)
@classmethod
async def execute(
cls,
model_3d: Types.File3D,
seed: int,
) -> IO.NodeOutput:
_ = seed
file_format = model_3d.format.lower()
if file_format != "fbx":
raise ValueError(f"Unsupported file format: '{file_format}'. Only FBX format is supported.")
model_url = await upload_3d_model_to_comfyapi(cls, model_3d, file_format)
response = await sync_op(
cls,
ApiEndpoint(path="/proxy/tencent/hunyuan/3d-part", method="POST"),
response_model=To3DProTaskCreateResponse,
data=To3DUVTaskRequest(
File=To3DUVFileInput(Type=file_format.upper(), Url=model_url),
),
is_rate_limited=_is_tencent_rate_limited,
)
if response.Error:
raise ValueError(f"Task creation failed with code {response.Error.Code}: {response.Error.Message}")
result = await poll_op(
cls,
ApiEndpoint(path="/proxy/tencent/hunyuan/3d-part/query", method="POST"),
data=To3DProTaskQueryRequest(JobId=response.JobId),
response_model=To3DProTaskResultResponse,
status_extractor=lambda r: r.Status,
)
return IO.NodeOutput(
await download_url_to_file_3d(get_file_from_response(result.ResultFile3Ds, "fbx").Url, "fbx"),
file_glb, file_glb, await download_url_to_file_3d(obj_result.Url, "obj", task_id=task_id) if obj_result else None
)
@@ -561,9 +293,6 @@ class TencentHunyuan3DExtension(ComfyExtension):
return [
TencentTextToModelNode,
TencentImageToModelNode,
# TencentModelTo3DUVNode,
# Tencent3DTextureEditNode,
Tencent3DPartNode,
]

View File

@@ -43,6 +43,7 @@ class SupportedOpenAIModel(str, Enum):
o1 = "o1"
o3 = "o3"
o1_pro = "o1-pro"
gpt_4o = "gpt-4o"
gpt_4_1 = "gpt-4.1"
gpt_4_1_mini = "gpt-4.1-mini"
gpt_4_1_nano = "gpt-4.1-nano"
@@ -648,6 +649,11 @@ class OpenAIChatNode(IO.ComfyNode):
"usd": [0.01, 0.04],
"format": { "approximate": true, "separator": "-", "suffix": " per 1K tokens" }
}
: $contains($m, "gpt-4o") ? {
"type": "list_usd",
"usd": [0.0025, 0.01],
"format": { "approximate": true, "separator": "-", "suffix": " per 1K tokens" }
}
: $contains($m, "gpt-4.1-nano") ? {
"type": "list_usd",
"usd": [0.0001, 0.0004],

View File

@@ -54,7 +54,6 @@ async def execute_task(
response_model=TaskStatusResponse,
status_extractor=lambda r: r.state,
progress_extractor=lambda r: r.progress,
price_extractor=lambda r: r.credits * 0.005 if r.credits is not None else None,
max_poll_attempts=max_poll_attempts,
)
if not response.creations:
@@ -1307,36 +1306,6 @@ class Vidu3TextToVideoNode(IO.ComfyNode):
),
],
),
IO.DynamicCombo.Option(
"viduq3-turbo",
[
IO.Combo.Input(
"aspect_ratio",
options=["16:9", "9:16", "3:4", "4:3", "1:1"],
tooltip="The aspect ratio of the output video.",
),
IO.Combo.Input(
"resolution",
options=["720p", "1080p"],
tooltip="Resolution of the output video.",
),
IO.Int.Input(
"duration",
default=5,
min=1,
max=16,
step=1,
display_mode=IO.NumberDisplay.slider,
tooltip="Duration of the output video in seconds.",
),
IO.Boolean.Input(
"audio",
default=False,
tooltip="When enabled, outputs video with sound "
"(including dialogue and sound effects).",
),
],
),
],
tooltip="Model to use for video generation.",
),
@@ -1365,20 +1334,13 @@ class Vidu3TextToVideoNode(IO.ComfyNode):
],
is_api_node=True,
price_badge=IO.PriceBadge(
depends_on=IO.PriceBadgeDepends(widgets=["model", "model.duration", "model.resolution"]),
depends_on=IO.PriceBadgeDepends(widgets=["model.duration", "model.resolution"]),
expr="""
(
$res := $lookup(widgets, "model.resolution");
$d := $lookup(widgets, "model.duration");
$contains(widgets.model, "turbo")
? (
$rate := $lookup({"720p": 0.06, "1080p": 0.08}, $res);
{"type":"usd","usd": $rate * $d}
)
: (
$rate := $lookup({"720p": 0.15, "1080p": 0.16}, $res);
{"type":"usd","usd": $rate * $d}
)
$base := $lookup({"720p": 0.075, "1080p": 0.1}, $res);
$perSec := $lookup({"720p": 0.025, "1080p": 0.05}, $res);
{"type":"usd","usd": $base + $perSec * ($lookup(widgets, "model.duration") - 1)}
)
""",
),
@@ -1447,31 +1409,6 @@ class Vidu3ImageToVideoNode(IO.ComfyNode):
),
],
),
IO.DynamicCombo.Option(
"viduq3-turbo",
[
IO.Combo.Input(
"resolution",
options=["720p", "1080p"],
tooltip="Resolution of the output video.",
),
IO.Int.Input(
"duration",
default=5,
min=1,
max=16,
step=1,
display_mode=IO.NumberDisplay.slider,
tooltip="Duration of the output video in seconds.",
),
IO.Boolean.Input(
"audio",
default=False,
tooltip="When enabled, outputs video with sound "
"(including dialogue and sound effects).",
),
],
),
],
tooltip="Model to use for video generation.",
),
@@ -1505,20 +1442,13 @@ class Vidu3ImageToVideoNode(IO.ComfyNode):
],
is_api_node=True,
price_badge=IO.PriceBadge(
depends_on=IO.PriceBadgeDepends(widgets=["model", "model.duration", "model.resolution"]),
depends_on=IO.PriceBadgeDepends(widgets=["model.duration", "model.resolution"]),
expr="""
(
$res := $lookup(widgets, "model.resolution");
$d := $lookup(widgets, "model.duration");
$contains(widgets.model, "turbo")
? (
$rate := $lookup({"720p": 0.06, "1080p": 0.08}, $res);
{"type":"usd","usd": $rate * $d}
)
: (
$rate := $lookup({"720p": 0.15, "1080p": 0.16, "2k": 0.2}, $res);
{"type":"usd","usd": $rate * $d}
)
$base := $lookup({"720p": 0.075, "1080p": 0.275, "2k": 0.35}, $res);
$perSec := $lookup({"720p": 0.05, "1080p": 0.075, "2k": 0.075}, $res);
{"type":"usd","usd": $base + $perSec * ($lookup(widgets, "model.duration") - 1)}
)
""",
),
@@ -1551,145 +1481,6 @@ class Vidu3ImageToVideoNode(IO.ComfyNode):
return IO.NodeOutput(await download_url_to_video_output(results[0].url))
class Vidu3StartEndToVideoNode(IO.ComfyNode):
@classmethod
def define_schema(cls):
return IO.Schema(
node_id="Vidu3StartEndToVideoNode",
display_name="Vidu Q3 Start/End Frame-to-Video Generation",
category="api node/video/Vidu",
description="Generate a video from a start frame, an end frame, and a prompt.",
inputs=[
IO.DynamicCombo.Input(
"model",
options=[
IO.DynamicCombo.Option(
"viduq3-pro",
[
IO.Combo.Input(
"resolution",
options=["720p", "1080p"],
tooltip="Resolution of the output video.",
),
IO.Int.Input(
"duration",
default=5,
min=1,
max=16,
step=1,
display_mode=IO.NumberDisplay.slider,
tooltip="Duration of the output video in seconds.",
),
IO.Boolean.Input(
"audio",
default=False,
tooltip="When enabled, outputs video with sound "
"(including dialogue and sound effects).",
),
],
),
IO.DynamicCombo.Option(
"viduq3-turbo",
[
IO.Combo.Input(
"resolution",
options=["720p", "1080p"],
tooltip="Resolution of the output video.",
),
IO.Int.Input(
"duration",
default=5,
min=1,
max=16,
step=1,
display_mode=IO.NumberDisplay.slider,
tooltip="Duration of the output video in seconds.",
),
IO.Boolean.Input(
"audio",
default=False,
tooltip="When enabled, outputs video with sound "
"(including dialogue and sound effects).",
),
],
),
],
tooltip="Model to use for video generation.",
),
IO.Image.Input("first_frame"),
IO.Image.Input("end_frame"),
IO.String.Input(
"prompt",
multiline=True,
tooltip="Prompt description (max 2000 characters).",
),
IO.Int.Input(
"seed",
default=1,
min=0,
max=2147483647,
step=1,
display_mode=IO.NumberDisplay.number,
control_after_generate=True,
),
],
outputs=[
IO.Video.Output(),
],
hidden=[
IO.Hidden.auth_token_comfy_org,
IO.Hidden.api_key_comfy_org,
IO.Hidden.unique_id,
],
is_api_node=True,
price_badge=IO.PriceBadge(
depends_on=IO.PriceBadgeDepends(widgets=["model", "model.duration", "model.resolution"]),
expr="""
(
$res := $lookup(widgets, "model.resolution");
$d := $lookup(widgets, "model.duration");
$contains(widgets.model, "turbo")
? (
$rate := $lookup({"720p": 0.06, "1080p": 0.08}, $res);
{"type":"usd","usd": $rate * $d}
)
: (
$rate := $lookup({"720p": 0.15, "1080p": 0.16}, $res);
{"type":"usd","usd": $rate * $d}
)
)
""",
),
)
@classmethod
async def execute(
cls,
model: dict,
first_frame: Input.Image,
end_frame: Input.Image,
prompt: str,
seed: int,
) -> IO.NodeOutput:
validate_string(prompt, max_length=2000)
validate_images_aspect_ratio_closeness(first_frame, end_frame, min_rel=0.8, max_rel=1.25, strict=False)
payload = TaskCreationRequest(
model=model["model"],
prompt=prompt,
duration=model["duration"],
seed=seed,
resolution=model["resolution"],
audio=model["audio"],
images=[
(await upload_images_to_comfyapi(cls, frame, max_images=1, mime_type="image/png"))[0]
for frame in (first_frame, end_frame)
],
)
results = await execute_task(cls, VIDU_START_END_VIDEO, payload)
return IO.NodeOutput(await download_url_to_video_output(results[0].url))
class ViduExtension(ComfyExtension):
@override
async def get_node_list(self) -> list[type[IO.ComfyNode]]:
@@ -1706,7 +1497,6 @@ class ViduExtension(ComfyExtension):
ViduMultiFrameVideoNode,
Vidu3TextToVideoNode,
Vidu3ImageToVideoNode,
Vidu3StartEndToVideoNode,
]

View File

@@ -33,7 +33,6 @@ from .download_helpers import (
download_url_to_video_output,
)
from .upload_helpers import (
upload_3d_model_to_comfyapi,
upload_audio_to_comfyapi,
upload_file_to_comfyapi,
upload_image_to_comfyapi,
@@ -63,7 +62,6 @@ __all__ = [
"sync_op",
"sync_op_raw",
# Upload helpers
"upload_3d_model_to_comfyapi",
"upload_audio_to_comfyapi",
"upload_file_to_comfyapi",
"upload_image_to_comfyapi",

View File

@@ -57,7 +57,7 @@ def tensor_to_bytesio(
image: torch.Tensor,
*,
total_pixels: int | None = 2048 * 2048,
mime_type: str | None = "image/png",
mime_type: str = "image/png",
) -> BytesIO:
"""Converts a torch.Tensor image to a named BytesIO object.

View File

@@ -164,27 +164,6 @@ async def upload_video_to_comfyapi(
return await upload_file_to_comfyapi(cls, video_bytes_io, filename, upload_mime_type, wait_label)
_3D_MIME_TYPES = {
"glb": "model/gltf-binary",
"obj": "model/obj",
"fbx": "application/octet-stream",
}
async def upload_3d_model_to_comfyapi(
cls: type[IO.ComfyNode],
model_3d: Types.File3D,
file_format: str,
) -> str:
"""Uploads a 3D model file to ComfyUI API and returns its download URL."""
return await upload_file_to_comfyapi(
cls,
model_3d.get_data(),
f"{uuid.uuid4()}.{file_format}",
_3D_MIME_TYPES.get(file_format, "application/octet-stream"),
)
async def upload_file_to_comfyapi(
cls: type[IO.ComfyNode],
file_bytes_io: BytesIO,

897
comfy_extras/nodes_glsl.py Normal file
View File

@@ -0,0 +1,897 @@
import os
import sys
import re
import logging
import ctypes.util
import importlib.util
from typing import TypedDict
import numpy as np
import torch
import nodes
from comfy_api.latest import ComfyExtension, io, ui
from typing_extensions import override
from utils.install_util import get_missing_requirements_message
logger = logging.getLogger(__name__)
def _check_opengl_availability():
"""Early check for OpenGL availability. Raises RuntimeError if unlikely to work."""
logger.debug("_check_opengl_availability: starting")
missing = []
# Check Python packages (using find_spec to avoid importing)
logger.debug("_check_opengl_availability: checking for glfw package")
if importlib.util.find_spec("glfw") is None:
missing.append("glfw")
logger.debug("_check_opengl_availability: checking for OpenGL package")
if importlib.util.find_spec("OpenGL") is None:
missing.append("PyOpenGL")
if missing:
raise RuntimeError(
f"OpenGL dependencies not available.\n{get_missing_requirements_message()}\n"
)
# On Linux without display, check if headless backends are available
logger.debug(f"_check_opengl_availability: platform={sys.platform}")
if sys.platform.startswith("linux"):
has_display = os.environ.get("DISPLAY") or os.environ.get("WAYLAND_DISPLAY")
logger.debug(f"_check_opengl_availability: has_display={bool(has_display)}")
if not has_display:
# Check for EGL or OSMesa libraries
logger.debug("_check_opengl_availability: checking for EGL library")
has_egl = ctypes.util.find_library("EGL")
logger.debug("_check_opengl_availability: checking for OSMesa library")
has_osmesa = ctypes.util.find_library("OSMesa")
# Error disabled for CI as it fails this check
# if not has_egl and not has_osmesa:
# raise RuntimeError(
# "GLSL Shader node: No display and no headless backend (EGL/OSMesa) found.\n"
# "See error below for installation instructions."
# )
logger.debug(f"Headless mode: EGL={'yes' if has_egl else 'no'}, OSMesa={'yes' if has_osmesa else 'no'}")
logger.debug("_check_opengl_availability: completed")
# Run early check at import time
logger.debug("nodes_glsl: running _check_opengl_availability at import time")
_check_opengl_availability()
# OpenGL modules - initialized lazily when context is created
gl = None
glfw = None
EGL = None
def _import_opengl():
"""Import OpenGL module. Called after context is created."""
global gl
if gl is None:
logger.debug("_import_opengl: importing OpenGL.GL")
import OpenGL.GL as _gl
gl = _gl
logger.debug("_import_opengl: import completed")
return gl
class SizeModeInput(TypedDict):
size_mode: str
width: int
height: int
MAX_IMAGES = 5 # u_image0-4
MAX_UNIFORMS = 5 # u_float0-4, u_int0-4
MAX_OUTPUTS = 4 # fragColor0-3 (MRT)
# Vertex shader using gl_VertexID trick - no VBO needed.
# Draws a single triangle that covers the entire screen:
#
# (-1,3)
# /|
# / | <- visible area is the unit square from (-1,-1) to (1,1)
# / | parts outside get clipped away
# (-1,-1)---(3,-1)
#
# v_texCoord is computed from clip space: * 0.5 + 0.5 maps (-1,1) -> (0,1)
VERTEX_SHADER = """#version 330 core
out vec2 v_texCoord;
void main() {
vec2 verts[3] = vec2[](vec2(-1, -1), vec2(3, -1), vec2(-1, 3));
v_texCoord = verts[gl_VertexID] * 0.5 + 0.5;
gl_Position = vec4(verts[gl_VertexID], 0, 1);
}
"""
DEFAULT_FRAGMENT_SHADER = """#version 300 es
precision highp float;
uniform sampler2D u_image0;
uniform vec2 u_resolution;
in vec2 v_texCoord;
layout(location = 0) out vec4 fragColor0;
void main() {
fragColor0 = texture(u_image0, v_texCoord);
}
"""
def _convert_es_to_desktop(source: str) -> str:
"""Convert GLSL ES (WebGL) shader source to desktop GLSL 330 core."""
# Remove any existing #version directive
source = re.sub(r"#version\s+\d+(\s+es)?\s*\n?", "", source, flags=re.IGNORECASE)
# Remove precision qualifiers (not needed in desktop GLSL)
source = re.sub(r"precision\s+(lowp|mediump|highp)\s+\w+\s*;\s*\n?", "", source)
# Prepend desktop GLSL version
return "#version 330 core\n" + source
def _detect_output_count(source: str) -> int:
"""Detect how many fragColor outputs are used in the shader.
Returns the count of outputs needed (1 to MAX_OUTPUTS).
"""
matches = re.findall(r"fragColor(\d+)", source)
if not matches:
return 1 # Default to 1 output if none found
max_index = max(int(m) for m in matches)
return min(max_index + 1, MAX_OUTPUTS)
def _detect_pass_count(source: str) -> int:
"""Detect multi-pass rendering from #pragma passes N directive.
Returns the number of passes (1 if not specified).
"""
match = re.search(r'#pragma\s+passes\s+(\d+)', source)
if match:
return max(1, int(match.group(1)))
return 1
def _init_glfw():
"""Initialize GLFW. Returns (window, glfw_module). Raises RuntimeError on failure."""
logger.debug("_init_glfw: starting")
# On macOS, glfw.init() must be called from main thread or it hangs forever
if sys.platform == "darwin":
logger.debug("_init_glfw: skipping on macOS")
raise RuntimeError("GLFW backend not supported on macOS")
logger.debug("_init_glfw: importing glfw module")
import glfw as _glfw
logger.debug("_init_glfw: calling glfw.init()")
if not _glfw.init():
raise RuntimeError("glfw.init() failed")
try:
logger.debug("_init_glfw: setting window hints")
_glfw.window_hint(_glfw.VISIBLE, _glfw.FALSE)
_glfw.window_hint(_glfw.CONTEXT_VERSION_MAJOR, 3)
_glfw.window_hint(_glfw.CONTEXT_VERSION_MINOR, 3)
_glfw.window_hint(_glfw.OPENGL_PROFILE, _glfw.OPENGL_CORE_PROFILE)
logger.debug("_init_glfw: calling create_window()")
window = _glfw.create_window(64, 64, "ComfyUI GLSL", None, None)
if not window:
raise RuntimeError("glfw.create_window() failed")
logger.debug("_init_glfw: calling make_context_current()")
_glfw.make_context_current(window)
logger.debug("_init_glfw: completed successfully")
return window, _glfw
except Exception:
logger.debug("_init_glfw: failed, terminating glfw")
_glfw.terminate()
raise
def _init_egl():
"""Initialize EGL for headless rendering. Returns (display, context, surface, EGL_module). Raises RuntimeError on failure."""
logger.debug("_init_egl: starting")
from OpenGL import EGL as _EGL
from OpenGL.EGL import (
eglGetDisplay, eglInitialize, eglChooseConfig, eglCreateContext,
eglMakeCurrent, eglCreatePbufferSurface, eglBindAPI,
eglTerminate, eglDestroyContext, eglDestroySurface,
EGL_DEFAULT_DISPLAY, EGL_NO_CONTEXT, EGL_NONE,
EGL_SURFACE_TYPE, EGL_PBUFFER_BIT, EGL_RENDERABLE_TYPE, EGL_OPENGL_BIT,
EGL_RED_SIZE, EGL_GREEN_SIZE, EGL_BLUE_SIZE, EGL_ALPHA_SIZE, EGL_DEPTH_SIZE,
EGL_WIDTH, EGL_HEIGHT, EGL_OPENGL_API,
)
logger.debug("_init_egl: imports completed")
display = None
context = None
surface = None
try:
logger.debug("_init_egl: calling eglGetDisplay()")
display = eglGetDisplay(EGL_DEFAULT_DISPLAY)
if display == _EGL.EGL_NO_DISPLAY:
raise RuntimeError("eglGetDisplay() failed")
logger.debug("_init_egl: calling eglInitialize()")
major, minor = _EGL.EGLint(), _EGL.EGLint()
if not eglInitialize(display, major, minor):
display = None # Not initialized, don't terminate
raise RuntimeError("eglInitialize() failed")
logger.debug(f"_init_egl: EGL version {major.value}.{minor.value}")
config_attribs = [
EGL_SURFACE_TYPE, EGL_PBUFFER_BIT,
EGL_RENDERABLE_TYPE, EGL_OPENGL_BIT,
EGL_RED_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_BLUE_SIZE, 8, EGL_ALPHA_SIZE, 8,
EGL_DEPTH_SIZE, 0, EGL_NONE
]
configs = (_EGL.EGLConfig * 1)()
num_configs = _EGL.EGLint()
if not eglChooseConfig(display, config_attribs, configs, 1, num_configs) or num_configs.value == 0:
raise RuntimeError("eglChooseConfig() failed")
config = configs[0]
logger.debug(f"_init_egl: config chosen, num_configs={num_configs.value}")
if not eglBindAPI(EGL_OPENGL_API):
raise RuntimeError("eglBindAPI() failed")
logger.debug("_init_egl: calling eglCreateContext()")
context_attribs = [
_EGL.EGL_CONTEXT_MAJOR_VERSION, 3,
_EGL.EGL_CONTEXT_MINOR_VERSION, 3,
_EGL.EGL_CONTEXT_OPENGL_PROFILE_MASK, _EGL.EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT,
EGL_NONE
]
context = eglCreateContext(display, config, EGL_NO_CONTEXT, context_attribs)
if context == EGL_NO_CONTEXT:
raise RuntimeError("eglCreateContext() failed")
logger.debug("_init_egl: calling eglCreatePbufferSurface()")
pbuffer_attribs = [EGL_WIDTH, 64, EGL_HEIGHT, 64, EGL_NONE]
surface = eglCreatePbufferSurface(display, config, pbuffer_attribs)
if surface == _EGL.EGL_NO_SURFACE:
raise RuntimeError("eglCreatePbufferSurface() failed")
logger.debug("_init_egl: calling eglMakeCurrent()")
if not eglMakeCurrent(display, surface, surface, context):
raise RuntimeError("eglMakeCurrent() failed")
logger.debug("_init_egl: completed successfully")
return display, context, surface, _EGL
except Exception:
logger.debug("_init_egl: failed, cleaning up")
# Clean up any resources on failure
if surface is not None:
eglDestroySurface(display, surface)
if context is not None:
eglDestroyContext(display, context)
if display is not None:
eglTerminate(display)
raise
def _init_osmesa():
"""Initialize OSMesa for software rendering. Returns (context, buffer). Raises RuntimeError on failure."""
import ctypes
logger.debug("_init_osmesa: starting")
os.environ["PYOPENGL_PLATFORM"] = "osmesa"
logger.debug("_init_osmesa: importing OpenGL.osmesa")
from OpenGL import GL as _gl
from OpenGL.osmesa import (
OSMesaCreateContextExt, OSMesaMakeCurrent, OSMesaDestroyContext,
OSMESA_RGBA,
)
logger.debug("_init_osmesa: imports completed")
ctx = OSMesaCreateContextExt(OSMESA_RGBA, 24, 0, 0, None)
if not ctx:
raise RuntimeError("OSMesaCreateContextExt() failed")
width, height = 64, 64
buffer = (ctypes.c_ubyte * (width * height * 4))()
logger.debug("_init_osmesa: calling OSMesaMakeCurrent()")
if not OSMesaMakeCurrent(ctx, buffer, _gl.GL_UNSIGNED_BYTE, width, height):
OSMesaDestroyContext(ctx)
raise RuntimeError("OSMesaMakeCurrent() failed")
logger.debug("_init_osmesa: completed successfully")
return ctx, buffer
class GLContext:
"""Manages OpenGL context and resources for shader execution.
Tries backends in order: GLFW (desktop) → EGL (headless GPU) → OSMesa (software).
"""
_instance = None
_initialized = False
def __new__(cls):
if cls._instance is None:
cls._instance = super().__new__(cls)
return cls._instance
def __init__(self):
if GLContext._initialized:
logger.debug("GLContext.__init__: already initialized, skipping")
return
logger.debug("GLContext.__init__: starting initialization")
global glfw, EGL
import time
start = time.perf_counter()
self._backend = None
self._window = None
self._egl_display = None
self._egl_context = None
self._egl_surface = None
self._osmesa_ctx = None
self._osmesa_buffer = None
self._vao = None
# Try backends in order: GLFW → EGL → OSMesa
errors = []
logger.debug("GLContext.__init__: trying GLFW backend")
try:
self._window, glfw = _init_glfw()
self._backend = "glfw"
logger.debug("GLContext.__init__: GLFW backend succeeded")
except Exception as e:
logger.debug(f"GLContext.__init__: GLFW backend failed: {e}")
errors.append(("GLFW", e))
if self._backend is None:
logger.debug("GLContext.__init__: trying EGL backend")
try:
self._egl_display, self._egl_context, self._egl_surface, EGL = _init_egl()
self._backend = "egl"
logger.debug("GLContext.__init__: EGL backend succeeded")
except Exception as e:
logger.debug(f"GLContext.__init__: EGL backend failed: {e}")
errors.append(("EGL", e))
if self._backend is None:
logger.debug("GLContext.__init__: trying OSMesa backend")
try:
self._osmesa_ctx, self._osmesa_buffer = _init_osmesa()
self._backend = "osmesa"
logger.debug("GLContext.__init__: OSMesa backend succeeded")
except Exception as e:
logger.debug(f"GLContext.__init__: OSMesa backend failed: {e}")
errors.append(("OSMesa", e))
if self._backend is None:
if sys.platform == "win32":
platform_help = (
"Windows: Ensure GPU drivers are installed and display is available.\n"
" CPU-only/headless mode is not supported on Windows."
)
elif sys.platform == "darwin":
platform_help = (
"macOS: GLFW is not supported.\n"
" Install OSMesa via Homebrew: brew install mesa\n"
" Then: pip install PyOpenGL PyOpenGL-accelerate"
)
else:
platform_help = (
"Linux: Install one of these backends:\n"
" Desktop: sudo apt install libgl1-mesa-glx libglfw3\n"
" Headless with GPU: sudo apt install libegl1-mesa libgl1-mesa-dri\n"
" Headless (CPU): sudo apt install libosmesa6"
)
error_details = "\n".join(f" {name}: {err}" for name, err in errors)
raise RuntimeError(
f"Failed to create OpenGL context.\n\n"
f"Backend errors:\n{error_details}\n\n"
f"{platform_help}"
)
# Now import OpenGL.GL (after context is current)
logger.debug("GLContext.__init__: importing OpenGL.GL")
_import_opengl()
# Create VAO (required for core profile, but OSMesa may use compat profile)
logger.debug("GLContext.__init__: creating VAO")
try:
vao = gl.glGenVertexArrays(1)
gl.glBindVertexArray(vao)
self._vao = vao # Only store after successful bind
logger.debug("GLContext.__init__: VAO created successfully")
except Exception as e:
logger.debug(f"GLContext.__init__: VAO creation failed (may be expected for OSMesa): {e}")
# OSMesa with older Mesa may not support VAOs
# Clean up if we created but couldn't bind
if vao:
try:
gl.glDeleteVertexArrays(1, [vao])
except Exception:
pass
elapsed = (time.perf_counter() - start) * 1000
# Log device info
renderer = gl.glGetString(gl.GL_RENDERER)
vendor = gl.glGetString(gl.GL_VENDOR)
version = gl.glGetString(gl.GL_VERSION)
renderer = renderer.decode() if renderer else "Unknown"
vendor = vendor.decode() if vendor else "Unknown"
version = version.decode() if version else "Unknown"
GLContext._initialized = True
logger.info(f"GLSL context initialized in {elapsed:.1f}ms ({self._backend}) - {renderer} ({vendor}), GL {version}")
def make_current(self):
if self._backend == "glfw":
glfw.make_context_current(self._window)
elif self._backend == "egl":
from OpenGL.EGL import eglMakeCurrent
eglMakeCurrent(self._egl_display, self._egl_surface, self._egl_surface, self._egl_context)
elif self._backend == "osmesa":
from OpenGL.osmesa import OSMesaMakeCurrent
OSMesaMakeCurrent(self._osmesa_ctx, self._osmesa_buffer, gl.GL_UNSIGNED_BYTE, 64, 64)
if self._vao is not None:
gl.glBindVertexArray(self._vao)
def _compile_shader(source: str, shader_type: int) -> int:
"""Compile a shader and return its ID."""
shader = gl.glCreateShader(shader_type)
gl.glShaderSource(shader, source)
gl.glCompileShader(shader)
if gl.glGetShaderiv(shader, gl.GL_COMPILE_STATUS) != gl.GL_TRUE:
error = gl.glGetShaderInfoLog(shader).decode()
gl.glDeleteShader(shader)
raise RuntimeError(f"Shader compilation failed:\n{error}")
return shader
def _create_program(vertex_source: str, fragment_source: str) -> int:
"""Create and link a shader program."""
vertex_shader = _compile_shader(vertex_source, gl.GL_VERTEX_SHADER)
try:
fragment_shader = _compile_shader(fragment_source, gl.GL_FRAGMENT_SHADER)
except RuntimeError:
gl.glDeleteShader(vertex_shader)
raise
program = gl.glCreateProgram()
gl.glAttachShader(program, vertex_shader)
gl.glAttachShader(program, fragment_shader)
gl.glLinkProgram(program)
gl.glDeleteShader(vertex_shader)
gl.glDeleteShader(fragment_shader)
if gl.glGetProgramiv(program, gl.GL_LINK_STATUS) != gl.GL_TRUE:
error = gl.glGetProgramInfoLog(program).decode()
gl.glDeleteProgram(program)
raise RuntimeError(f"Program linking failed:\n{error}")
return program
def _render_shader_batch(
fragment_code: str,
width: int,
height: int,
image_batches: list[list[np.ndarray]],
floats: list[float],
ints: list[int],
) -> list[list[np.ndarray]]:
"""
Render a fragment shader for multiple batches efficiently.
Compiles shader once, reuses framebuffer/textures across batches.
Supports multi-pass rendering via #pragma passes N directive.
Args:
fragment_code: User's fragment shader code
width: Output width
height: Output height
image_batches: List of batches, each batch is a list of input images (H, W, C) float32 [0,1]
floats: List of float uniforms
ints: List of int uniforms
Returns:
List of batch outputs, each is a list of output images (H, W, 4) float32 [0,1]
"""
import time
start_time = time.perf_counter()
if not image_batches:
return []
ctx = GLContext()
ctx.make_current()
# Convert from GLSL ES to desktop GLSL 330
fragment_source = _convert_es_to_desktop(fragment_code)
# Detect how many outputs the shader actually uses
num_outputs = _detect_output_count(fragment_code)
# Detect multi-pass rendering
num_passes = _detect_pass_count(fragment_code)
# Track resources for cleanup
program = None
fbo = None
output_textures = []
input_textures = []
ping_pong_textures = []
ping_pong_fbos = []
num_inputs = len(image_batches[0])
try:
# Compile shaders (once for all batches)
try:
program = _create_program(VERTEX_SHADER, fragment_source)
except RuntimeError:
logger.error(f"Fragment shader:\n{fragment_source}")
raise
gl.glUseProgram(program)
# Create framebuffer with only the needed color attachments
fbo = gl.glGenFramebuffers(1)
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, fbo)
draw_buffers = []
for i in range(num_outputs):
tex = gl.glGenTextures(1)
output_textures.append(tex)
gl.glBindTexture(gl.GL_TEXTURE_2D, tex)
gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGBA32F, width, height, 0, gl.GL_RGBA, gl.GL_FLOAT, None)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)
gl.glFramebufferTexture2D(gl.GL_FRAMEBUFFER, gl.GL_COLOR_ATTACHMENT0 + i, gl.GL_TEXTURE_2D, tex, 0)
draw_buffers.append(gl.GL_COLOR_ATTACHMENT0 + i)
gl.glDrawBuffers(num_outputs, draw_buffers)
if gl.glCheckFramebufferStatus(gl.GL_FRAMEBUFFER) != gl.GL_FRAMEBUFFER_COMPLETE:
raise RuntimeError("Framebuffer is not complete")
# Create ping-pong resources for multi-pass rendering
if num_passes > 1:
for _ in range(2):
pp_tex = gl.glGenTextures(1)
ping_pong_textures.append(pp_tex)
gl.glBindTexture(gl.GL_TEXTURE_2D, pp_tex)
gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGBA32F, width, height, 0, gl.GL_RGBA, gl.GL_FLOAT, None)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_S, gl.GL_CLAMP_TO_EDGE)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_T, gl.GL_CLAMP_TO_EDGE)
pp_fbo = gl.glGenFramebuffers(1)
ping_pong_fbos.append(pp_fbo)
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, pp_fbo)
gl.glFramebufferTexture2D(gl.GL_FRAMEBUFFER, gl.GL_COLOR_ATTACHMENT0, gl.GL_TEXTURE_2D, pp_tex, 0)
gl.glDrawBuffers(1, [gl.GL_COLOR_ATTACHMENT0])
if gl.glCheckFramebufferStatus(gl.GL_FRAMEBUFFER) != gl.GL_FRAMEBUFFER_COMPLETE:
raise RuntimeError("Ping-pong framebuffer is not complete")
# Create input textures (reused for all batches)
for i in range(num_inputs):
tex = gl.glGenTextures(1)
input_textures.append(tex)
gl.glActiveTexture(gl.GL_TEXTURE0 + i)
gl.glBindTexture(gl.GL_TEXTURE_2D, tex)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_S, gl.GL_CLAMP_TO_EDGE)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_T, gl.GL_CLAMP_TO_EDGE)
loc = gl.glGetUniformLocation(program, f"u_image{i}")
if loc >= 0:
gl.glUniform1i(loc, i)
# Set static uniforms (once for all batches)
loc = gl.glGetUniformLocation(program, "u_resolution")
if loc >= 0:
gl.glUniform2f(loc, float(width), float(height))
for i, v in enumerate(floats):
loc = gl.glGetUniformLocation(program, f"u_float{i}")
if loc >= 0:
gl.glUniform1f(loc, v)
for i, v in enumerate(ints):
loc = gl.glGetUniformLocation(program, f"u_int{i}")
if loc >= 0:
gl.glUniform1i(loc, v)
# Get u_pass uniform location for multi-pass
pass_loc = gl.glGetUniformLocation(program, "u_pass")
gl.glViewport(0, 0, width, height)
gl.glDisable(gl.GL_BLEND) # Ensure no alpha blending - write output directly
# Process each batch
all_batch_outputs = []
for images in image_batches:
# Update input textures with this batch's images
for i, img in enumerate(images):
gl.glActiveTexture(gl.GL_TEXTURE0 + i)
gl.glBindTexture(gl.GL_TEXTURE_2D, input_textures[i])
# Flip vertically for GL coordinates, ensure RGBA
h, w, c = img.shape
if c == 3:
img_upload = np.empty((h, w, 4), dtype=np.float32)
img_upload[:, :, :3] = img[::-1, :, :]
img_upload[:, :, 3] = 1.0
else:
img_upload = np.ascontiguousarray(img[::-1, :, :])
gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGBA32F, w, h, 0, gl.GL_RGBA, gl.GL_FLOAT, img_upload)
if num_passes == 1:
# Single pass - render directly to output FBO
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, fbo)
if pass_loc >= 0:
gl.glUniform1i(pass_loc, 0)
gl.glClearColor(0, 0, 0, 0)
gl.glClear(gl.GL_COLOR_BUFFER_BIT)
gl.glDrawArrays(gl.GL_TRIANGLES, 0, 3)
else:
# Multi-pass rendering with ping-pong
for p in range(num_passes):
is_last_pass = (p == num_passes - 1)
# Set pass uniform
if pass_loc >= 0:
gl.glUniform1i(pass_loc, p)
if is_last_pass:
# Last pass renders to the main output FBO
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, fbo)
else:
# Intermediate passes render to ping-pong FBO
target_fbo = ping_pong_fbos[p % 2]
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, target_fbo)
# Set input texture for this pass
gl.glActiveTexture(gl.GL_TEXTURE0)
if p == 0:
# First pass reads from original input
gl.glBindTexture(gl.GL_TEXTURE_2D, input_textures[0])
else:
# Subsequent passes read from previous pass output
source_tex = ping_pong_textures[(p - 1) % 2]
gl.glBindTexture(gl.GL_TEXTURE_2D, source_tex)
gl.glClearColor(0, 0, 0, 0)
gl.glClear(gl.GL_COLOR_BUFFER_BIT)
gl.glDrawArrays(gl.GL_TRIANGLES, 0, 3)
# Read back outputs for this batch
# (glGetTexImage is synchronous, implicitly waits for rendering)
batch_outputs = []
for tex in output_textures:
gl.glBindTexture(gl.GL_TEXTURE_2D, tex)
data = gl.glGetTexImage(gl.GL_TEXTURE_2D, 0, gl.GL_RGBA, gl.GL_FLOAT)
img = np.frombuffer(data, dtype=np.float32).reshape(height, width, 4)
batch_outputs.append(np.ascontiguousarray(img[::-1, :, :]))
# Pad with black images for unused outputs
black_img = np.zeros((height, width, 4), dtype=np.float32)
for _ in range(num_outputs, MAX_OUTPUTS):
batch_outputs.append(black_img)
all_batch_outputs.append(batch_outputs)
elapsed = (time.perf_counter() - start_time) * 1000
num_batches = len(image_batches)
pass_info = f", {num_passes} passes" if num_passes > 1 else ""
logger.info(f"GLSL shader executed in {elapsed:.1f}ms ({num_batches} batch{'es' if num_batches != 1 else ''}, {width}x{height}{pass_info})")
return all_batch_outputs
finally:
# Unbind before deleting
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, 0)
gl.glUseProgram(0)
if input_textures:
gl.glDeleteTextures(len(input_textures), input_textures)
if output_textures:
gl.glDeleteTextures(len(output_textures), output_textures)
if ping_pong_textures:
gl.glDeleteTextures(len(ping_pong_textures), ping_pong_textures)
if fbo is not None:
gl.glDeleteFramebuffers(1, [fbo])
for pp_fbo in ping_pong_fbos:
gl.glDeleteFramebuffers(1, [pp_fbo])
if program is not None:
gl.glDeleteProgram(program)
class GLSLShader(io.ComfyNode):
@classmethod
def define_schema(cls) -> io.Schema:
image_template = io.Autogrow.TemplatePrefix(
io.Image.Input("image"),
prefix="image",
min=1,
max=MAX_IMAGES,
)
float_template = io.Autogrow.TemplatePrefix(
io.Float.Input("float", default=0.0),
prefix="u_float",
min=0,
max=MAX_UNIFORMS,
)
int_template = io.Autogrow.TemplatePrefix(
io.Int.Input("int", default=0),
prefix="u_int",
min=0,
max=MAX_UNIFORMS,
)
return io.Schema(
node_id="GLSLShader",
display_name="GLSL Shader",
category="image/shader",
description=(
f"Apply GLSL fragment shaders to images. "
f"Inputs: u_image0-{MAX_IMAGES-1} (sampler2D), u_resolution (vec2), "
f"u_float0-{MAX_UNIFORMS-1}, u_int0-{MAX_UNIFORMS-1}. "
f"Outputs: layout(location = 0-{MAX_OUTPUTS-1}) out vec4 fragColor0-{MAX_OUTPUTS-1}."
),
inputs=[
io.String.Input(
"fragment_shader",
default=DEFAULT_FRAGMENT_SHADER,
multiline=True,
tooltip="GLSL fragment shader source code (GLSL ES 3.00 / WebGL 2.0 compatible)",
),
io.DynamicCombo.Input(
"size_mode",
options=[
io.DynamicCombo.Option("from_input", []),
io.DynamicCombo.Option(
"custom",
[
io.Int.Input(
"width",
default=512,
min=1,
max=nodes.MAX_RESOLUTION,
),
io.Int.Input(
"height",
default=512,
min=1,
max=nodes.MAX_RESOLUTION,
),
],
),
],
tooltip="Output size: 'from_input' uses first input image dimensions, 'custom' allows manual size",
),
io.Autogrow.Input("images", template=image_template),
io.Autogrow.Input("floats", template=float_template),
io.Autogrow.Input("ints", template=int_template),
],
outputs=[
io.Image.Output(display_name="IMAGE0"),
io.Image.Output(display_name="IMAGE1"),
io.Image.Output(display_name="IMAGE2"),
io.Image.Output(display_name="IMAGE3"),
],
)
@classmethod
def execute(
cls,
fragment_shader: str,
size_mode: SizeModeInput,
images: io.Autogrow.Type,
floats: io.Autogrow.Type = None,
ints: io.Autogrow.Type = None,
**kwargs,
) -> io.NodeOutput:
image_list = [v for v in images.values() if v is not None]
float_list = (
[v if v is not None else 0.0 for v in floats.values()] if floats else []
)
int_list = [v if v is not None else 0 for v in ints.values()] if ints else []
if not image_list:
raise ValueError("At least one input image is required")
# Determine output dimensions
if size_mode["size_mode"] == "custom":
out_width = size_mode["width"]
out_height = size_mode["height"]
else:
out_height, out_width = image_list[0].shape[1:3]
batch_size = image_list[0].shape[0]
# Prepare batches
image_batches = []
for batch_idx in range(batch_size):
batch_images = [img_tensor[batch_idx].cpu().numpy().astype(np.float32) for img_tensor in image_list]
image_batches.append(batch_images)
all_batch_outputs = _render_shader_batch(
fragment_shader,
out_width,
out_height,
image_batches,
float_list,
int_list,
)
# Collect outputs into tensors
all_outputs = [[] for _ in range(MAX_OUTPUTS)]
for batch_outputs in all_batch_outputs:
for i, out_img in enumerate(batch_outputs):
all_outputs[i].append(torch.from_numpy(out_img))
output_tensors = [torch.stack(all_outputs[i], dim=0) for i in range(MAX_OUTPUTS)]
return io.NodeOutput(
*output_tensors,
ui=cls._build_ui_output(image_list, output_tensors[0]),
)
@classmethod
def _build_ui_output(
cls, image_list: list[torch.Tensor], output_batch: torch.Tensor
) -> dict[str, list]:
"""Build UI output with input and output images for client-side shader execution."""
combined_inputs = torch.cat(image_list, dim=0)
input_images_ui = ui.ImageSaveHelper.save_images(
combined_inputs,
filename_prefix="GLSLShader_input",
folder_type=io.FolderType.temp,
cls=None,
compress_level=1,
)
output_images_ui = ui.ImageSaveHelper.save_images(
output_batch,
filename_prefix="GLSLShader_output",
folder_type=io.FolderType.temp,
cls=None,
compress_level=1,
)
return {"input_images": input_images_ui, "images": output_images_ui}
class GLSLExtension(ComfyExtension):
@override
async def get_node_list(self) -> list[type[io.ComfyNode]]:
return [GLSLShader]
async def comfy_entrypoint() -> GLSLExtension:
return GLSLExtension()

View File

@@ -7,7 +7,6 @@ import logging
from enum import Enum
from typing_extensions import override
from comfy_api.latest import ComfyExtension, io
from tqdm.auto import trange
CLAMP_QUANTILE = 0.99
@@ -50,22 +49,12 @@ LORA_TYPES = {"standard": LORAType.STANDARD,
"full_diff": LORAType.FULL_DIFF}
def calc_lora_model(model_diff, rank, prefix_model, prefix_lora, output_sd, lora_type, bias_diff=False):
comfy.model_management.load_models_gpu([model_diff])
comfy.model_management.load_models_gpu([model_diff], force_patch_weights=True)
sd = model_diff.model_state_dict(filter_prefix=prefix_model)
sd_keys = list(sd.keys())
for index in trange(len(sd_keys), unit="weight"):
k = sd_keys[index]
op_keys = sd_keys[index].rsplit('.', 1)
if len(op_keys) < 2 or op_keys[1] not in ["weight", "bias"] or (op_keys[1] == "bias" and not bias_diff):
continue
op = comfy.utils.get_attr(model_diff.model, op_keys[0])
if hasattr(op, "comfy_cast_weights") and not getattr(op, "comfy_patched_weights", False):
weight_diff = model_diff.patch_weight_to_device(k, model_diff.load_device, return_weight=True)
else:
for k in sd:
if k.endswith(".weight"):
weight_diff = sd[k]
if op_keys[1] == "weight":
if lora_type == LORAType.STANDARD:
if weight_diff.ndim < 2:
if bias_diff:
@@ -80,8 +69,8 @@ def calc_lora_model(model_diff, rank, prefix_model, prefix_lora, output_sd, lora
elif lora_type == LORAType.FULL_DIFF:
output_sd["{}{}.diff".format(prefix_lora, k[len(prefix_model):-7])] = weight_diff.contiguous().half().cpu()
elif bias_diff and op_keys[1] == "bias":
output_sd["{}{}.diff_b".format(prefix_lora, k[len(prefix_model):-5])] = weight_diff.contiguous().half().cpu()
elif bias_diff and k.endswith(".bias"):
output_sd["{}{}.diff_b".format(prefix_lora, k[len(prefix_model):-5])] = sd[k].contiguous().half().cpu()
return output_sd
class LoraSave(io.ComfyNode):

View File

@@ -1,99 +0,0 @@
import torch
from comfy_api.latest import ComfyExtension, io
from typing_extensions import override
class NAGuidance(io.ComfyNode):
@classmethod
def define_schema(cls) -> io.Schema:
return io.Schema(
node_id="NAGuidance",
display_name="Normalized Attention Guidance",
description="Applies Normalized Attention Guidance to models, enabling negative prompts on distilled/schnell models.",
category="",
is_experimental=True,
inputs=[
io.Model.Input("model", tooltip="The model to apply NAG to."),
io.Float.Input("nag_scale", min=0.0, default=5.0, max=50.0, step=0.1, tooltip="The guidance scale factor. Higher values push further from the negative prompt."),
io.Float.Input("nag_alpha", min=0.0, default=0.5, max=1.0, step=0.01, tooltip="Blending factor for the normalized attention. 1.0 is full replacement, 0.0 is no effect."),
io.Float.Input("nag_tau", min=1.0, default=1.5, max=10.0, step=0.01),
# io.Float.Input("start_percent", min=0.0, default=0.0, max=1.0, step=0.01, tooltip="The relative sampling step to begin applying NAG."),
# io.Float.Input("end_percent", min=0.0, default=1.0, max=1.0, step=0.01, tooltip="The relative sampling step to stop applying NAG."),
],
outputs=[
io.Model.Output(tooltip="The patched model with NAG enabled."),
],
)
@classmethod
def execute(cls, model: io.Model.Type, nag_scale: float, nag_alpha: float, nag_tau: float) -> io.NodeOutput:
m = model.clone()
# sigma_start = m.get_model_object("model_sampling").percent_to_sigma(start_percent)
# sigma_end = m.get_model_object("model_sampling").percent_to_sigma(end_percent)
def nag_attention_output_patch(out, extra_options):
cond_or_uncond = extra_options.get("cond_or_uncond", None)
if cond_or_uncond is None:
return out
if not (1 in cond_or_uncond and 0 in cond_or_uncond):
return out
# sigma = extra_options.get("sigmas", None)
# if sigma is not None and len(sigma) > 0:
# sigma = sigma[0].item()
# if sigma > sigma_start or sigma < sigma_end:
# return out
img_slice = extra_options.get("img_slice", None)
if img_slice is not None:
orig_out = out
out = out[:, img_slice[0]:img_slice[1]] # only apply on img part
batch_size = out.shape[0]
half_size = batch_size // len(cond_or_uncond)
ind_neg = cond_or_uncond.index(1)
ind_pos = cond_or_uncond.index(0)
z_pos = out[half_size * ind_pos:half_size * (ind_pos + 1)]
z_neg = out[half_size * ind_neg:half_size * (ind_neg + 1)]
guided = z_pos * nag_scale - z_neg * (nag_scale - 1.0)
eps = 1e-6
norm_pos = torch.norm(z_pos, p=1, dim=-1, keepdim=True).clamp_min(eps)
norm_guided = torch.norm(guided, p=1, dim=-1, keepdim=True).clamp_min(eps)
ratio = norm_guided / norm_pos
scale_factor = torch.minimum(ratio, torch.full_like(ratio, nag_tau)) / ratio
guided_normalized = guided * scale_factor
z_final = guided_normalized * nag_alpha + z_pos * (1.0 - nag_alpha)
if img_slice is not None:
orig_out[half_size * ind_neg:half_size * (ind_neg + 1), img_slice[0]:img_slice[1]] = z_final
orig_out[half_size * ind_pos:half_size * (ind_pos + 1), img_slice[0]:img_slice[1]] = z_final
return orig_out
else:
out[half_size * ind_pos:half_size * (ind_pos + 1)] = z_final
return out
m.set_model_attn1_output_patch(nag_attention_output_patch)
m.disable_model_cfg1_optimization()
return io.NodeOutput(m)
class NagExtension(ComfyExtension):
@override
async def get_node_list(self) -> list[type[io.ComfyNode]]:
return [
NAGuidance,
]
async def comfy_entrypoint() -> NagExtension:
return NagExtension()

View File

@@ -655,7 +655,6 @@ class BatchImagesMasksLatentsNode(io.ComfyNode):
batched = batch_masks(values)
return io.NodeOutput(batched)
class PostProcessingExtension(ComfyExtension):
@override
async def get_node_list(self) -> list[type[io.ComfyNode]]:

View File

@@ -1,103 +0,0 @@
from comfy_api.latest import ComfyExtension, io, ComfyAPI
api = ComfyAPI()
async def register_replacements():
"""Register all built-in node replacements."""
await register_replacements_longeredge()
await register_replacements_batchimages()
await register_replacements_upscaleimage()
await register_replacements_controlnet()
await register_replacements_load3d()
await register_replacements_preview3d()
await register_replacements_svdimg2vid()
await register_replacements_conditioningavg()
async def register_replacements_longeredge():
# No dynamic inputs here
await api.node_replacement.register(io.NodeReplace(
new_node_id="ImageScaleToMaxDimension",
old_node_id="ResizeImagesByLongerEdge",
old_widget_ids=["longer_edge"],
input_mapping=[
{"new_id": "image", "old_id": "images"},
{"new_id": "largest_size", "old_id": "longer_edge"},
{"new_id": "upscale_method", "set_value": "lanczos"},
],
# just to test the frontend output_mapping code, does nothing really here
output_mapping=[{"new_idx": 0, "old_idx": 0}],
))
async def register_replacements_batchimages():
# BatchImages node uses Autogrow
await api.node_replacement.register(io.NodeReplace(
new_node_id="BatchImagesNode",
old_node_id="ImageBatch",
input_mapping=[
{"new_id": "images.image0", "old_id": "image1"},
{"new_id": "images.image1", "old_id": "image2"},
],
))
async def register_replacements_upscaleimage():
# ResizeImageMaskNode uses DynamicCombo
await api.node_replacement.register(io.NodeReplace(
new_node_id="ResizeImageMaskNode",
old_node_id="ImageScaleBy",
old_widget_ids=["upscale_method", "scale_by"],
input_mapping=[
{"new_id": "input", "old_id": "image"},
{"new_id": "resize_type", "set_value": "scale by multiplier"},
{"new_id": "resize_type.multiplier", "old_id": "scale_by"},
{"new_id": "scale_method", "old_id": "upscale_method"},
],
))
async def register_replacements_controlnet():
# T2IAdapterLoader → ControlNetLoader
await api.node_replacement.register(io.NodeReplace(
new_node_id="ControlNetLoader",
old_node_id="T2IAdapterLoader",
input_mapping=[
{"new_id": "control_net_name", "old_id": "t2i_adapter_name"},
],
))
async def register_replacements_load3d():
# Load3DAnimation merged into Load3D
await api.node_replacement.register(io.NodeReplace(
new_node_id="Load3D",
old_node_id="Load3DAnimation",
))
async def register_replacements_preview3d():
# Preview3DAnimation merged into Preview3D
await api.node_replacement.register(io.NodeReplace(
new_node_id="Preview3D",
old_node_id="Preview3DAnimation",
))
async def register_replacements_svdimg2vid():
# Typo fix: SDV → SVD
await api.node_replacement.register(io.NodeReplace(
new_node_id="SVD_img2vid_Conditioning",
old_node_id="SDV_img2vid_Conditioning",
))
async def register_replacements_conditioningavg():
# Typo fix: trailing space in node name
await api.node_replacement.register(io.NodeReplace(
new_node_id="ConditioningAverage",
old_node_id="ConditioningAverage ",
))
class NodeReplacementsExtension(ComfyExtension):
async def on_load(self) -> None:
await register_replacements()
async def get_node_list(self) -> list[type[io.ComfyNode]]:
return []
async def comfy_entrypoint() -> NodeReplacementsExtension:
return NodeReplacementsExtension()

View File

@@ -2264,7 +2264,6 @@ async def load_custom_node(module_path: str, ignore=set(), module_parent="custom
if not isinstance(extension, ComfyExtension):
logging.warning(f"comfy_entrypoint in {module_path} did not return a ComfyExtension, skipping.")
return False
await extension.on_load()
node_list = await extension.get_node_list()
if not isinstance(node_list, list):
logging.warning(f"comfy_entrypoint in {module_path} did not return a list of nodes, skipping.")
@@ -2433,11 +2432,10 @@ async def init_builtin_extra_nodes():
"nodes_wanmove.py",
"nodes_image_compare.py",
"nodes_zimage.py",
"nodes_glsl.py",
"nodes_lora_debug.py",
"nodes_color.py",
"nodes_toolkit.py",
"nodes_replacements.py",
"nodes_nag.py",
]
import_failed = []

View File

@@ -1,5 +1,5 @@
comfyui-frontend-package==1.38.14
comfyui-workflow-templates==0.8.42
comfyui-workflow-templates==0.8.38
comfyui-embedded-docs==0.4.1
torch
torchsde
@@ -30,3 +30,6 @@ kornia>=0.7.1
spandrel
pydantic~=2.0
pydantic-settings~=2.0
PyOpenGL
PyOpenGL-accelerate
glfw

View File

@@ -40,7 +40,6 @@ from app.user_manager import UserManager
from app.model_manager import ModelFileManager
from app.custom_node_manager import CustomNodeManager
from app.subgraph_manager import SubgraphManager
from app.node_replace_manager import NodeReplaceManager
from typing import Optional, Union
from api_server.routes.internal.internal_routes import InternalRoutes
from protocol import BinaryEventTypes
@@ -205,7 +204,6 @@ class PromptServer():
self.model_file_manager = ModelFileManager()
self.custom_node_manager = CustomNodeManager()
self.subgraph_manager = SubgraphManager()
self.node_replace_manager = NodeReplaceManager()
self.internal_routes = InternalRoutes(self)
self.supports = ["custom_nodes_from_web"]
self.prompt_queue = execution.PromptQueue(self)
@@ -889,8 +887,6 @@ class PromptServer():
if "partial_execution_targets" in json_data:
partial_execution_targets = json_data["partial_execution_targets"]
self.node_replace_manager.apply_replacements(prompt)
valid = await execution.validate_prompt(prompt_id, prompt, partial_execution_targets)
extra_data = {}
if "extra_data" in json_data:
@@ -999,7 +995,6 @@ class PromptServer():
self.model_file_manager.add_routes(self.routes)
self.custom_node_manager.add_routes(self.routes, self.app, nodes.LOADED_MODULE_DIRS.items())
self.subgraph_manager.add_routes(self.routes, nodes.LOADED_MODULE_DIRS.items())
self.node_replace_manager.add_routes(self.routes)
self.app.add_subapp('/internal', self.internal_routes.get_app())
# Prefix every route with /api for easier matching for delegation.