Track bundled vendor runtime sources
This commit is contained in:
72
vendor/ComfyUI/blueprints/.glsl/Chromatic_Aberration_16.frag
vendored
Normal file
72
vendor/ComfyUI/blueprints/.glsl/Chromatic_Aberration_16.frag
vendored
Normal file
@@ -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);
|
||||
}
|
||||
Reference in New Issue
Block a user