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https://github.com/comfyanonymous/ComfyUI.git
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fix/glsl-b
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2
.ci/windows_intel_base_files/run_intel_gpu.bat
Executable file
2
.ci/windows_intel_base_files/run_intel_gpu.bat
Executable file
@@ -0,0 +1,2 @@
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.\python_embeded\python.exe -s ComfyUI\main.py --windows-standalone-build
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pause
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@@ -2,7 +2,6 @@
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precision mediump float;
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uniform sampler2D u_image0;
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uniform vec2 u_resolution;
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uniform int u_int0; // Blend mode
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uniform int u_int1; // Color tint
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uniform float u_float0; // Intensity
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@@ -75,7 +74,7 @@ void main() {
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float t0 = threshold - 0.15;
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float t1 = threshold + 0.15;
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vec2 texelSize = 1.0 / u_resolution;
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vec2 texelSize = 1.0 / vec2(textureSize(u_image0, 0));
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float radius2 = radius * radius;
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float sampleScale = clamp(radius * 0.75, 0.35, 1.0);
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@@ -12,7 +12,6 @@ const int RADIAL_SAMPLES = 12;
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const float RADIAL_STRENGTH = 0.0003;
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uniform sampler2D u_image0;
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uniform vec2 u_resolution;
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uniform int u_int0; // Blur type (BLUR_GAUSSIAN, BLUR_BOX, BLUR_RADIAL)
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uniform float u_float0; // Blur radius/amount
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uniform int u_pass; // Pass index (0 = horizontal, 1 = vertical)
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@@ -25,7 +24,7 @@ float gaussian(float x, float sigma) {
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}
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void main() {
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vec2 texelSize = 1.0 / u_resolution;
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vec2 texelSize = 1.0 / vec2(textureSize(u_image0, 0));
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float radius = max(u_float0, 0.0);
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// Radial (angular) blur - single pass, doesn't use separable
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@@ -2,14 +2,13 @@
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precision highp float;
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uniform sampler2D u_image0;
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uniform vec2 u_resolution;
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uniform float u_float0; // strength [0.0 – 2.0] typical: 0.3–1.0
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in vec2 v_texCoord;
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layout(location = 0) out vec4 fragColor0;
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void main() {
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vec2 texel = 1.0 / u_resolution;
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vec2 texel = 1.0 / vec2(textureSize(u_image0, 0));
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// Sample center and neighbors
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vec4 center = texture(u_image0, v_texCoord);
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@@ -2,7 +2,6 @@
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precision highp float;
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uniform sampler2D u_image0;
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uniform vec2 u_resolution;
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uniform float u_float0; // amount [0.0 - 3.0] typical: 0.5-1.5
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uniform float u_float1; // radius [0.5 - 10.0] blur radius in pixels
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uniform float u_float2; // threshold [0.0 - 0.1] min difference to sharpen
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@@ -19,7 +18,7 @@ float getLuminance(vec3 color) {
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}
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void main() {
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vec2 texel = 1.0 / u_resolution;
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vec2 texel = 1.0 / vec2(textureSize(u_image0, 0));
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float radius = max(u_float1, 0.5);
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float amount = u_float0;
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float threshold = u_float2;
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@@ -182,7 +182,7 @@
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]
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},
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"widgets_values": [
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50
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0
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]
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},
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{
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@@ -268,7 +268,7 @@
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"Node name for S&R": "GLSLShader"
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},
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"widgets_values": [
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"#version 300 es\nprecision mediump float;\n\nuniform sampler2D u_image0;\nuniform vec2 u_resolution;\nuniform int u_int0; // Blend mode\nuniform int u_int1; // Color tint\nuniform float u_float0; // Intensity\nuniform float u_float1; // Radius\nuniform float u_float2; // Threshold\n\nin vec2 v_texCoord;\nout vec4 fragColor;\n\nconst int BLEND_ADD = 0;\nconst int BLEND_SCREEN = 1;\nconst int BLEND_SOFT = 2;\nconst int BLEND_OVERLAY = 3;\nconst int BLEND_LIGHTEN = 4;\n\nconst float GOLDEN_ANGLE = 2.39996323;\nconst int MAX_SAMPLES = 48;\nconst vec3 LUMA = vec3(0.299, 0.587, 0.114);\n\nfloat hash(vec2 p) {\n p = fract(p * vec2(123.34, 456.21));\n p += dot(p, p + 45.32);\n return fract(p.x * p.y);\n}\n\nvec3 hexToRgb(int h) {\n return vec3(\n float((h >> 16) & 255),\n float((h >> 8) & 255),\n float(h & 255)\n ) * (1.0 / 255.0);\n}\n\nvec3 blend(vec3 base, vec3 glow, int mode) {\n if (mode == BLEND_SCREEN) {\n return 1.0 - (1.0 - base) * (1.0 - glow);\n }\n if (mode == BLEND_SOFT) {\n return mix(\n base - (1.0 - 2.0 * glow) * base * (1.0 - base),\n base + (2.0 * glow - 1.0) * (sqrt(base) - base),\n step(0.5, glow)\n );\n }\n if (mode == BLEND_OVERLAY) {\n return mix(\n 2.0 * base * glow,\n 1.0 - 2.0 * (1.0 - base) * (1.0 - glow),\n step(0.5, base)\n );\n }\n if (mode == BLEND_LIGHTEN) {\n return max(base, glow);\n }\n return base + glow;\n}\n\nvoid main() {\n vec4 original = texture(u_image0, v_texCoord);\n \n float intensity = u_float0 * 0.05;\n float radius = u_float1 * u_float1 * 0.012;\n \n if (intensity < 0.001 || radius < 0.1) {\n fragColor = original;\n return;\n }\n \n float threshold = 1.0 - u_float2 * 0.01;\n float t0 = threshold - 0.15;\n float t1 = threshold + 0.15;\n \n vec2 texelSize = 1.0 / u_resolution;\n float radius2 = radius * radius;\n \n float sampleScale = clamp(radius * 0.75, 0.35, 1.0);\n int samples = int(float(MAX_SAMPLES) * sampleScale);\n \n float noise = hash(gl_FragCoord.xy);\n float angleOffset = noise * GOLDEN_ANGLE;\n float radiusJitter = 0.85 + noise * 0.3;\n \n float ca = cos(GOLDEN_ANGLE);\n float sa = sin(GOLDEN_ANGLE);\n vec2 dir = vec2(cos(angleOffset), sin(angleOffset));\n \n vec3 glow = vec3(0.0);\n float totalWeight = 0.0;\n \n // Center tap\n float centerMask = smoothstep(t0, t1, dot(original.rgb, LUMA));\n glow += original.rgb * centerMask * 2.0;\n totalWeight += 2.0;\n \n for (int i = 1; i < MAX_SAMPLES; i++) {\n if (i >= samples) break;\n \n float fi = float(i);\n float dist = sqrt(fi / float(samples)) * radius * radiusJitter;\n \n vec2 offset = dir * dist * texelSize;\n vec3 c = texture(u_image0, v_texCoord + offset).rgb;\n float mask = smoothstep(t0, t1, dot(c, LUMA));\n \n float w = 1.0 - (dist * dist) / (radius2 * 1.5);\n w = max(w, 0.0);\n w *= w;\n \n glow += c * mask * w;\n totalWeight += w;\n \n dir = vec2(\n dir.x * ca - dir.y * sa,\n dir.x * sa + dir.y * ca\n );\n }\n \n glow *= intensity / max(totalWeight, 0.001);\n \n if (u_int1 > 0) {\n glow *= hexToRgb(u_int1);\n }\n \n vec3 result = blend(original.rgb, glow, u_int0);\n result += (noise - 0.5) * (1.0 / 255.0);\n \n fragColor = vec4(clamp(result, 0.0, 1.0), original.a);\n}",
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"#version 300 es\nprecision mediump float;\n\nuniform sampler2D u_image0;\nuniform int u_int0; // Blend mode\nuniform int u_int1; // Color tint\nuniform float u_float0; // Intensity\nuniform float u_float1; // Radius\nuniform float u_float2; // Threshold\n\nin vec2 v_texCoord;\nout vec4 fragColor;\n\nconst int BLEND_ADD = 0;\nconst int BLEND_SCREEN = 1;\nconst int BLEND_SOFT = 2;\nconst int BLEND_OVERLAY = 3;\nconst int BLEND_LIGHTEN = 4;\n\nconst float GOLDEN_ANGLE = 2.39996323;\nconst int MAX_SAMPLES = 48;\nconst vec3 LUMA = vec3(0.299, 0.587, 0.114);\n\nfloat hash(vec2 p) {\n p = fract(p * vec2(123.34, 456.21));\n p += dot(p, p + 45.32);\n return fract(p.x * p.y);\n}\n\nvec3 hexToRgb(int h) {\n return vec3(\n float((h >> 16) & 255),\n float((h >> 8) & 255),\n float(h & 255)\n ) * (1.0 / 255.0);\n}\n\nvec3 blend(vec3 base, vec3 glow, int mode) {\n if (mode == BLEND_SCREEN) {\n return 1.0 - (1.0 - base) * (1.0 - glow);\n }\n if (mode == BLEND_SOFT) {\n return mix(\n base - (1.0 - 2.0 * glow) * base * (1.0 - base),\n base + (2.0 * glow - 1.0) * (sqrt(base) - base),\n step(0.5, glow)\n );\n }\n if (mode == BLEND_OVERLAY) {\n return mix(\n 2.0 * base * glow,\n 1.0 - 2.0 * (1.0 - base) * (1.0 - glow),\n step(0.5, base)\n );\n }\n if (mode == BLEND_LIGHTEN) {\n return max(base, glow);\n }\n return base + glow;\n}\n\nvoid main() {\n vec4 original = texture(u_image0, v_texCoord);\n \n float intensity = u_float0 * 0.05;\n float radius = u_float1 * u_float1 * 0.012;\n \n if (intensity < 0.001 || radius < 0.1) {\n fragColor = original;\n return;\n }\n \n float threshold = 1.0 - u_float2 * 0.01;\n float t0 = threshold - 0.15;\n float t1 = threshold + 0.15;\n \n vec2 texelSize = 1.0 / vec2(textureSize(u_image0, 0));\n float radius2 = radius * radius;\n \n float sampleScale = clamp(radius * 0.75, 0.35, 1.0);\n int samples = int(float(MAX_SAMPLES) * sampleScale);\n \n float noise = hash(gl_FragCoord.xy);\n float angleOffset = noise * GOLDEN_ANGLE;\n float radiusJitter = 0.85 + noise * 0.3;\n \n float ca = cos(GOLDEN_ANGLE);\n float sa = sin(GOLDEN_ANGLE);\n vec2 dir = vec2(cos(angleOffset), sin(angleOffset));\n \n vec3 glow = vec3(0.0);\n float totalWeight = 0.0;\n \n // Center tap\n float centerMask = smoothstep(t0, t1, dot(original.rgb, LUMA));\n glow += original.rgb * centerMask * 2.0;\n totalWeight += 2.0;\n \n for (int i = 1; i < MAX_SAMPLES; i++) {\n if (i >= samples) break;\n \n float fi = float(i);\n float dist = sqrt(fi / float(samples)) * radius * radiusJitter;\n \n vec2 offset = dir * dist * texelSize;\n vec3 c = texture(u_image0, v_texCoord + offset).rgb;\n float mask = smoothstep(t0, t1, dot(c, LUMA));\n \n float w = 1.0 - (dist * dist) / (radius2 * 1.5);\n w = max(w, 0.0);\n w *= w;\n \n glow += c * mask * w;\n totalWeight += w;\n \n dir = vec2(\n dir.x * ca - dir.y * sa,\n dir.x * sa + dir.y * ca\n );\n }\n \n glow *= intensity / max(totalWeight, 0.001);\n \n if (u_int1 > 0) {\n glow *= hexToRgb(u_int1);\n }\n \n vec3 result = blend(original.rgb, glow, u_int0);\n result += (noise - 0.5) * (1.0 / 255.0);\n \n fragColor = vec4(clamp(result, 0.0, 1.0), original.a);\n}",
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"from_input"
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]
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},
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@@ -316,7 +316,7 @@
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"step": 1
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},
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"widgets_values": [
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30
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0
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]
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},
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{
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@@ -331,7 +331,7 @@
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"Node name for S&R": "GLSLShader"
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},
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"widgets_values": [
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"#version 300 es\n#pragma passes 2\nprecision highp float;\n\n// Blur type constants\nconst int BLUR_GAUSSIAN = 0;\nconst int BLUR_BOX = 1;\nconst int BLUR_RADIAL = 2;\n\n// Radial blur config\nconst int RADIAL_SAMPLES = 12;\nconst float RADIAL_STRENGTH = 0.0003;\n\nuniform sampler2D u_image0;\nuniform vec2 u_resolution;\nuniform int u_int0; // Blur type (BLUR_GAUSSIAN, BLUR_BOX, BLUR_RADIAL)\nuniform float u_float0; // Blur radius/amount\nuniform int u_pass; // Pass index (0 = horizontal, 1 = vertical)\n\nin vec2 v_texCoord;\nlayout(location = 0) out vec4 fragColor0;\n\nfloat gaussian(float x, float sigma) {\n return exp(-(x * x) / (2.0 * sigma * sigma));\n}\n\nvoid main() {\n vec2 texelSize = 1.0 / u_resolution;\n float radius = max(u_float0, 0.0);\n\n // Radial (angular) blur - single pass, doesn't use separable\n if (u_int0 == BLUR_RADIAL) {\n // Only execute on first pass\n if (u_pass > 0) {\n fragColor0 = texture(u_image0, v_texCoord);\n return;\n }\n\n vec2 center = vec2(0.5);\n vec2 dir = v_texCoord - center;\n float dist = length(dir);\n\n if (dist < 1e-4) {\n fragColor0 = texture(u_image0, v_texCoord);\n return;\n }\n\n vec4 sum = vec4(0.0);\n float totalWeight = 0.0;\n float angleStep = radius * RADIAL_STRENGTH;\n\n dir /= dist;\n\n float cosStep = cos(angleStep);\n float sinStep = sin(angleStep);\n\n float negAngle = -float(RADIAL_SAMPLES) * angleStep;\n vec2 rotDir = vec2(\n dir.x * cos(negAngle) - dir.y * sin(negAngle),\n dir.x * sin(negAngle) + dir.y * cos(negAngle)\n );\n\n for (int i = -RADIAL_SAMPLES; i <= RADIAL_SAMPLES; i++) {\n vec2 uv = center + rotDir * dist;\n float w = 1.0 - abs(float(i)) / float(RADIAL_SAMPLES);\n sum += texture(u_image0, uv) * w;\n totalWeight += w;\n\n rotDir = vec2(\n rotDir.x * cosStep - rotDir.y * sinStep,\n rotDir.x * sinStep + rotDir.y * cosStep\n );\n }\n\n fragColor0 = sum / max(totalWeight, 0.001);\n return;\n }\n\n // Separable Gaussian / Box blur\n int samples = int(ceil(radius));\n\n if (samples == 0) {\n fragColor0 = texture(u_image0, v_texCoord);\n return;\n }\n\n // Direction: pass 0 = horizontal, pass 1 = vertical\n vec2 dir = (u_pass == 0) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);\n\n vec4 color = vec4(0.0);\n float totalWeight = 0.0;\n float sigma = radius / 2.0;\n\n for (int i = -samples; i <= samples; i++) {\n vec2 offset = dir * float(i) * texelSize;\n vec4 sample_color = texture(u_image0, v_texCoord + offset);\n\n float weight;\n if (u_int0 == BLUR_GAUSSIAN) {\n weight = gaussian(float(i), sigma);\n } else {\n // BLUR_BOX\n weight = 1.0;\n }\n\n color += sample_color * weight;\n totalWeight += weight;\n }\n\n fragColor0 = color / totalWeight;\n}\n",
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"#version 300 es\n#pragma passes 2\nprecision highp float;\n\n// Blur type constants\nconst int BLUR_GAUSSIAN = 0;\nconst int BLUR_BOX = 1;\nconst int BLUR_RADIAL = 2;\n\n// Radial blur config\nconst int RADIAL_SAMPLES = 12;\nconst float RADIAL_STRENGTH = 0.0003;\n\nuniform sampler2D u_image0;\nuniform int u_int0; // Blur type (BLUR_GAUSSIAN, BLUR_BOX, BLUR_RADIAL)\nuniform float u_float0; // Blur radius/amount\nuniform int u_pass; // Pass index (0 = horizontal, 1 = vertical)\n\nin vec2 v_texCoord;\nlayout(location = 0) out vec4 fragColor0;\n\nfloat gaussian(float x, float sigma) {\n return exp(-(x * x) / (2.0 * sigma * sigma));\n}\n\nvoid main() {\n vec2 texelSize = 1.0 / vec2(textureSize(u_image0, 0));\n float radius = max(u_float0, 0.0);\n\n // Radial (angular) blur - single pass, doesn't use separable\n if (u_int0 == BLUR_RADIAL) {\n // Only execute on first pass\n if (u_pass > 0) {\n fragColor0 = texture(u_image0, v_texCoord);\n return;\n }\n\n vec2 center = vec2(0.5);\n vec2 dir = v_texCoord - center;\n float dist = length(dir);\n\n if (dist < 1e-4) {\n fragColor0 = texture(u_image0, v_texCoord);\n return;\n }\n\n vec4 sum = vec4(0.0);\n float totalWeight = 0.0;\n float angleStep = radius * RADIAL_STRENGTH;\n\n dir /= dist;\n\n float cosStep = cos(angleStep);\n float sinStep = sin(angleStep);\n\n float negAngle = -float(RADIAL_SAMPLES) * angleStep;\n vec2 rotDir = vec2(\n dir.x * cos(negAngle) - dir.y * sin(negAngle),\n dir.x * sin(negAngle) + dir.y * cos(negAngle)\n );\n\n for (int i = -RADIAL_SAMPLES; i <= RADIAL_SAMPLES; i++) {\n vec2 uv = center + rotDir * dist;\n float w = 1.0 - abs(float(i)) / float(RADIAL_SAMPLES);\n sum += texture(u_image0, uv) * w;\n totalWeight += w;\n\n rotDir = vec2(\n rotDir.x * cosStep - rotDir.y * sinStep,\n rotDir.x * sinStep + rotDir.y * cosStep\n );\n }\n\n fragColor0 = sum / max(totalWeight, 0.001);\n return;\n }\n\n // Separable Gaussian / Box blur\n int samples = int(ceil(radius));\n\n if (samples == 0) {\n fragColor0 = texture(u_image0, v_texCoord);\n return;\n }\n\n // Direction: pass 0 = horizontal, pass 1 = vertical\n vec2 dir = (u_pass == 0) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);\n\n vec4 color = vec4(0.0);\n float totalWeight = 0.0;\n float sigma = radius / 2.0;\n\n for (int i = -samples; i <= samples; i++) {\n vec2 offset = dir * float(i) * texelSize;\n vec4 sample_color = texture(u_image0, v_texCoord + offset);\n\n float weight;\n if (u_int0 == BLUR_GAUSSIAN) {\n weight = gaussian(float(i), sigma);\n } else {\n // BLUR_BOX\n weight = 1.0;\n }\n\n color += sample_color * weight;\n totalWeight += weight;\n }\n\n fragColor0 = color / totalWeight;\n}\n",
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"from_input"
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]
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}
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@@ -267,7 +267,7 @@
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"Node name for S&R": "GLSLShader"
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},
|
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"widgets_values": [
|
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"#version 300 es\nprecision highp float;\n\nuniform sampler2D u_image0;\nuniform vec2 u_resolution;\nuniform float u_float0; // strength [0.0 – 2.0] typical: 0.3–1.0\n\nin vec2 v_texCoord;\nlayout(location = 0) out vec4 fragColor0;\n\nvoid main() {\n vec2 texel = 1.0 / u_resolution;\n \n // Sample center and neighbors\n vec4 center = texture(u_image0, v_texCoord);\n vec4 top = texture(u_image0, v_texCoord + vec2( 0.0, -texel.y));\n vec4 bottom = texture(u_image0, v_texCoord + vec2( 0.0, texel.y));\n vec4 left = texture(u_image0, v_texCoord + vec2(-texel.x, 0.0));\n vec4 right = texture(u_image0, v_texCoord + vec2( texel.x, 0.0));\n \n // Edge enhancement (Laplacian)\n vec4 edges = center * 4.0 - top - bottom - left - right;\n \n // Add edges back scaled by strength\n vec4 sharpened = center + edges * u_float0;\n \n fragColor0 = vec4(clamp(sharpened.rgb, 0.0, 1.0), center.a);\n}",
|
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"#version 300 es\nprecision highp float;\n\nuniform sampler2D u_image0;\nuniform float u_float0; // strength [0.0 – 2.0] typical: 0.3–1.0\n\nin vec2 v_texCoord;\nlayout(location = 0) out vec4 fragColor0;\n\nvoid main() {\n vec2 texel = 1.0 / vec2(textureSize(u_image0, 0));\n \n // Sample center and neighbors\n vec4 center = texture(u_image0, v_texCoord);\n vec4 top = texture(u_image0, v_texCoord + vec2( 0.0, -texel.y));\n vec4 bottom = texture(u_image0, v_texCoord + vec2( 0.0, texel.y));\n vec4 left = texture(u_image0, v_texCoord + vec2(-texel.x, 0.0));\n vec4 right = texture(u_image0, v_texCoord + vec2( texel.x, 0.0));\n \n // Edge enhancement (Laplacian)\n vec4 edges = center * 4.0 - top - bottom - left - right;\n \n // Add edges back scaled by strength\n vec4 sharpened = center + edges * u_float0;\n \n fragColor0 = vec4(clamp(sharpened.rgb, 0.0, 1.0), center.a);\n}",
|
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"from_input"
|
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]
|
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}
|
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|
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@@ -383,7 +383,7 @@
|
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"Node name for S&R": "GLSLShader"
|
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},
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"widgets_values": [
|
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"#version 300 es\nprecision highp float;\n\nuniform sampler2D u_image0;\nuniform vec2 u_resolution;\nuniform float u_float0; // amount [0.0 - 3.0] typical: 0.5-1.5\nuniform float u_float1; // radius [0.5 - 10.0] blur radius in pixels\nuniform float u_float2; // threshold [0.0 - 0.1] min difference to sharpen\n\nin vec2 v_texCoord;\nlayout(location = 0) out vec4 fragColor0;\n\nfloat gaussian(float x, float sigma) {\n return exp(-(x * x) / (2.0 * sigma * sigma));\n}\n\nfloat getLuminance(vec3 color) {\n return dot(color, vec3(0.2126, 0.7152, 0.0722));\n}\n\nvoid main() {\n vec2 texel = 1.0 / u_resolution;\n float radius = max(u_float1, 0.5);\n float amount = u_float0;\n float threshold = u_float2;\n\n vec4 original = texture(u_image0, v_texCoord);\n\n // Gaussian blur for the \"unsharp\" mask\n int samples = int(ceil(radius));\n float sigma = radius / 2.0;\n\n vec4 blurred = vec4(0.0);\n float totalWeight = 0.0;\n\n for (int x = -samples; x <= samples; x++) {\n for (int y = -samples; y <= samples; y++) {\n vec2 offset = vec2(float(x), float(y)) * texel;\n vec4 sample_color = texture(u_image0, v_texCoord + offset);\n\n float dist = length(vec2(float(x), float(y)));\n float weight = gaussian(dist, sigma);\n blurred += sample_color * weight;\n totalWeight += weight;\n }\n }\n blurred /= totalWeight;\n\n // Unsharp mask = original - blurred\n vec3 mask = original.rgb - blurred.rgb;\n\n // Luminance-based threshold with smooth falloff\n float lumaDelta = abs(getLuminance(original.rgb) - getLuminance(blurred.rgb));\n float thresholdScale = smoothstep(0.0, threshold, lumaDelta);\n mask *= thresholdScale;\n\n // Sharpen: original + mask * amount\n vec3 sharpened = original.rgb + mask * amount;\n\n fragColor0 = vec4(clamp(sharpened, 0.0, 1.0), original.a);\n}\n",
|
||||
"#version 300 es\nprecision highp float;\n\nuniform sampler2D u_image0;\nuniform float u_float0; // amount [0.0 - 3.0] typical: 0.5-1.5\nuniform float u_float1; // radius [0.5 - 10.0] blur radius in pixels\nuniform float u_float2; // threshold [0.0 - 0.1] min difference to sharpen\n\nin vec2 v_texCoord;\nlayout(location = 0) out vec4 fragColor0;\n\nfloat gaussian(float x, float sigma) {\n return exp(-(x * x) / (2.0 * sigma * sigma));\n}\n\nfloat getLuminance(vec3 color) {\n return dot(color, vec3(0.2126, 0.7152, 0.0722));\n}\n\nvoid main() {\n vec2 texel = 1.0 / vec2(textureSize(u_image0, 0));\n float radius = max(u_float1, 0.5);\n float amount = u_float0;\n float threshold = u_float2;\n\n vec4 original = texture(u_image0, v_texCoord);\n\n // Gaussian blur for the \"unsharp\" mask\n int samples = int(ceil(radius));\n float sigma = radius / 2.0;\n\n vec4 blurred = vec4(0.0);\n float totalWeight = 0.0;\n\n for (int x = -samples; x <= samples; x++) {\n for (int y = -samples; y <= samples; y++) {\n vec2 offset = vec2(float(x), float(y)) * texel;\n vec4 sample_color = texture(u_image0, v_texCoord + offset);\n\n float dist = length(vec2(float(x), float(y)));\n float weight = gaussian(dist, sigma);\n blurred += sample_color * weight;\n totalWeight += weight;\n }\n }\n blurred /= totalWeight;\n\n // Unsharp mask = original - blurred\n vec3 mask = original.rgb - blurred.rgb;\n\n // Luminance-based threshold with smooth falloff\n float lumaDelta = abs(getLuminance(original.rgb) - getLuminance(blurred.rgb));\n float thresholdScale = smoothstep(0.0, threshold, lumaDelta);\n mask *= thresholdScale;\n\n // Sharpen: original + mask * amount\n vec3 sharpened = original.rgb + mask * amount;\n\n fragColor0 = vec4(clamp(sharpened, 0.0, 1.0), original.a);\n}\n",
|
||||
"from_input"
|
||||
]
|
||||
}
|
||||
|
||||
@@ -90,7 +90,7 @@ class HeatmapHead(torch.nn.Module):
|
||||
origin_max = np.max(hm[k])
|
||||
dr = np.zeros((H + 2 * border, W + 2 * border), dtype=np.float32)
|
||||
dr[border:-border, border:-border] = hm[k].copy()
|
||||
dr = gaussian_filter(dr, sigma=2.0)
|
||||
dr = gaussian_filter(dr, sigma=2.0, truncate=2.5)
|
||||
hm[k] = dr[border:-border, border:-border].copy()
|
||||
cur_max = np.max(hm[k])
|
||||
if cur_max > 0:
|
||||
|
||||
@@ -558,7 +558,7 @@ class GrokVideoReferenceNode(IO.ComfyNode):
|
||||
(
|
||||
$res := $lookup(widgets, "model.resolution");
|
||||
$dur := $lookup(widgets, "model.duration");
|
||||
$refs := inputGroups["model.reference_images"];
|
||||
$refs := $lookup(inputGroups, "model.reference_images");
|
||||
$rate := $res = "720p" ? 0.07 : 0.05;
|
||||
$price := ($rate * $dur + 0.002 * $refs) * 1.43;
|
||||
{"type":"usd","usd": $price}
|
||||
|
||||
@@ -32,10 +32,12 @@ class RTDETR_detect(io.ComfyNode):
|
||||
def execute(cls, model, image, threshold, class_name, max_detections) -> io.NodeOutput:
|
||||
B, H, W, C = image.shape
|
||||
|
||||
image_in = comfy.utils.common_upscale(image.movedim(-1, 1), 640, 640, "bilinear", crop="disabled")
|
||||
|
||||
comfy.model_management.load_model_gpu(model)
|
||||
results = model.model.diffusion_model(image_in, (W, H)) # list of B dicts
|
||||
results = []
|
||||
for i in range(0, B, 32):
|
||||
batch = image[i:i + 32]
|
||||
image_in = comfy.utils.common_upscale(batch.movedim(-1, 1), 640, 640, "bilinear", crop="disabled")
|
||||
results.extend(model.model.diffusion_model(image_in, (W, H)))
|
||||
|
||||
all_bbox_dicts = []
|
||||
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
import torch
|
||||
import comfy.utils
|
||||
import comfy.model_management
|
||||
import numpy as np
|
||||
import math
|
||||
import colorsys
|
||||
@@ -410,7 +411,9 @@ class SDPoseDrawKeypoints(io.ComfyNode):
|
||||
pose_outputs.append(canvas)
|
||||
|
||||
pose_outputs_np = np.stack(pose_outputs) if len(pose_outputs) > 1 else np.expand_dims(pose_outputs[0], 0)
|
||||
final_pose_output = torch.from_numpy(pose_outputs_np).float() / 255.0
|
||||
final_pose_output = torch.from_numpy(pose_outputs_np).to(
|
||||
device=comfy.model_management.intermediate_device(),
|
||||
dtype=comfy.model_management.intermediate_dtype()) / 255.0
|
||||
return io.NodeOutput(final_pose_output)
|
||||
|
||||
class SDPoseKeypointExtractor(io.ComfyNode):
|
||||
@@ -459,6 +462,27 @@ class SDPoseKeypointExtractor(io.ComfyNode):
|
||||
model_h = int(head.heatmap_size[0]) * 4 # e.g. 192 * 4 = 768
|
||||
model_w = int(head.heatmap_size[1]) * 4 # e.g. 256 * 4 = 1024
|
||||
|
||||
def _resize_to_model(imgs):
|
||||
"""Aspect-preserving resize + zero-pad BHWC images to (model_h, model_w). Returns (resized_bhwc, scale, pad_top, pad_left)."""
|
||||
h, w = imgs.shape[-3], imgs.shape[-2]
|
||||
scale = min(model_h / h, model_w / w)
|
||||
sh, sw = int(round(h * scale)), int(round(w * scale))
|
||||
pt, pl = (model_h - sh) // 2, (model_w - sw) // 2
|
||||
chw = imgs.permute(0, 3, 1, 2).float()
|
||||
scaled = comfy.utils.common_upscale(chw, sw, sh, upscale_method="bilinear", crop="disabled")
|
||||
padded = torch.zeros(scaled.shape[0], scaled.shape[1], model_h, model_w, dtype=scaled.dtype, device=scaled.device)
|
||||
padded[:, :, pt:pt + sh, pl:pl + sw] = scaled
|
||||
return padded.permute(0, 2, 3, 1), scale, pt, pl
|
||||
|
||||
def _remap_keypoints(kp, scale, pad_top, pad_left, offset_x=0, offset_y=0):
|
||||
"""Remap keypoints from model space back to original image space."""
|
||||
kp = kp.copy() if isinstance(kp, np.ndarray) else np.array(kp, dtype=np.float32)
|
||||
invalid = kp[..., 0] < 0
|
||||
kp[..., 0] = (kp[..., 0] - pad_left) / scale + offset_x
|
||||
kp[..., 1] = (kp[..., 1] - pad_top) / scale + offset_y
|
||||
kp[invalid] = -1
|
||||
return kp
|
||||
|
||||
def _run_on_latent(latent_batch):
|
||||
"""Run one forward pass and return (keypoints_list, scores_list) for the batch."""
|
||||
nonlocal captured_feat
|
||||
@@ -504,36 +528,19 @@ class SDPoseKeypointExtractor(io.ComfyNode):
|
||||
if x2 <= x1 or y2 <= y1:
|
||||
continue
|
||||
|
||||
crop_h_px, crop_w_px = y2 - y1, x2 - x1
|
||||
crop = img[:, y1:y2, x1:x2, :] # (1, crop_h, crop_w, C)
|
||||
|
||||
# scale to fit inside (model_h, model_w) while preserving aspect ratio, then pad to exact model size.
|
||||
scale = min(model_h / crop_h_px, model_w / crop_w_px)
|
||||
scaled_h, scaled_w = int(round(crop_h_px * scale)), int(round(crop_w_px * scale))
|
||||
pad_top, pad_left = (model_h - scaled_h) // 2, (model_w - scaled_w) // 2
|
||||
|
||||
crop_chw = crop.permute(0, 3, 1, 2).float() # BHWC → BCHW
|
||||
scaled = comfy.utils.common_upscale(crop_chw, scaled_w, scaled_h, upscale_method="bilinear", crop="disabled")
|
||||
padded = torch.zeros(1, scaled.shape[1], model_h, model_w, dtype=scaled.dtype, device=scaled.device)
|
||||
padded[:, :, pad_top:pad_top + scaled_h, pad_left:pad_left + scaled_w] = scaled
|
||||
crop_resized = padded.permute(0, 2, 3, 1) # BCHW → BHWC
|
||||
crop_resized, scale, pad_top, pad_left = _resize_to_model(crop)
|
||||
|
||||
latent_crop = vae.encode(crop_resized)
|
||||
kp_batch, sc_batch = _run_on_latent(latent_crop)
|
||||
kp, sc = kp_batch[0], sc_batch[0] # (K, 2), coords in model pixel space
|
||||
|
||||
# remove padding offset, undo scale, offset to full-image coordinates.
|
||||
kp = kp.copy() if isinstance(kp, np.ndarray) else np.array(kp, dtype=np.float32)
|
||||
kp[..., 0] = (kp[..., 0] - pad_left) / scale + x1
|
||||
kp[..., 1] = (kp[..., 1] - pad_top) / scale + y1
|
||||
|
||||
kp = _remap_keypoints(kp_batch[0], scale, pad_top, pad_left, x1, y1)
|
||||
img_keypoints.append(kp)
|
||||
img_scores.append(sc)
|
||||
img_scores.append(sc_batch[0])
|
||||
else:
|
||||
# No bboxes for this image – run on the full image
|
||||
latent_img = vae.encode(img)
|
||||
img_resized, scale, pad_top, pad_left = _resize_to_model(img)
|
||||
latent_img = vae.encode(img_resized)
|
||||
kp_batch, sc_batch = _run_on_latent(latent_img)
|
||||
img_keypoints.append(kp_batch[0])
|
||||
img_keypoints.append(_remap_keypoints(kp_batch[0], scale, pad_top, pad_left))
|
||||
img_scores.append(sc_batch[0])
|
||||
|
||||
all_keypoints.append(img_keypoints)
|
||||
@@ -541,19 +548,16 @@ class SDPoseKeypointExtractor(io.ComfyNode):
|
||||
pbar.update(1)
|
||||
|
||||
else: # full-image mode, batched
|
||||
tqdm_pbar = tqdm(total=total_images, desc="Extracting keypoints")
|
||||
for batch_start in range(0, total_images, batch_size):
|
||||
batch_end = min(batch_start + batch_size, total_images)
|
||||
latent_batch = vae.encode(image[batch_start:batch_end])
|
||||
|
||||
for batch_start in tqdm(range(0, total_images, batch_size), desc="Extracting keypoints"):
|
||||
batch_resized, scale, pad_top, pad_left = _resize_to_model(image[batch_start:batch_start + batch_size])
|
||||
latent_batch = vae.encode(batch_resized)
|
||||
kp_batch, sc_batch = _run_on_latent(latent_batch)
|
||||
|
||||
for kp, sc in zip(kp_batch, sc_batch):
|
||||
all_keypoints.append([kp])
|
||||
all_keypoints.append([_remap_keypoints(kp, scale, pad_top, pad_left)])
|
||||
all_scores.append([sc])
|
||||
tqdm_pbar.update(1)
|
||||
|
||||
pbar.update(batch_end - batch_start)
|
||||
pbar.update(len(kp_batch))
|
||||
|
||||
openpose_frames = _to_openpose_frames(all_keypoints, all_scores, height, width)
|
||||
return io.NodeOutput(openpose_frames)
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
comfyui-frontend-package==1.42.8
|
||||
comfyui-workflow-templates==0.9.44
|
||||
comfyui-frontend-package==1.42.10
|
||||
comfyui-workflow-templates==0.9.45
|
||||
comfyui-embedded-docs==0.4.3
|
||||
torch
|
||||
torchsde
|
||||
|
||||
Reference in New Issue
Block a user