Nodes/Jovi_GLSL/DIRECTIONAL WARP (JOV_GL)
ComfyUI Node

DIRECTIONAL WARP (JOV_GL)

Domain warp an image with a direction and distortion map

By Amorano·Created 2 years ago·Updated 12 months ago· 20
DIRECTIONAL WARP (JOV_GL)
  • image
  • distortion
  • direction
  • RGBA
  • RGB
  • MASK
strength64
edge_xCLAMP
edge_yCLAMP
FRAGMENT// name: DIRECTIONAL WARP // desc: Domain warp an image with a direction and distortion map // category: MODIFY // control: edge #ifndef LIB_CONST #define LIB_CONST //------------------------------------------------------------------------------ // CONSTANT //------------------------------------------------------------------------------ #define M_EPSILON 1.0e-10 // zero value for float comparisons #define M_DEG2RAD 0.017453292519943 // Degree to radian conversion factor #define M_RAD2DEG 57.29577951308232 // Radian to degree conversion factor #define M_TAU 6.283185307179586 // TAU (2 * π) #define M_TAU_INV 0.159154943091895 // TAU Inverse (1 / TAU) #define M_PI 3.141592653589793 // π #define M_PI_INV 0.318309886183790 // π Inverse (1 / π) #define M_PI_2 1.570796326794896 // π divided by 2 (π / 2) #define M_PI_4 0.785398163397448 // π divided by 4 (π / 4) #define M_3PI_4 2.356194490192345 // 3 * π divided by 4 (3π / 4) #define M_PHI 1.618033988749895 // Golden ratio (φ) #define M_PHI_INV 0.618033988749895 // Inverse of golden ratio (1 / φ) #define M_PHI_SQ 2.618033988749895 // Square of the golden ratio (φ^2) #define M_PHI_SQRT5 0.723606797749979 // φ / √5 (useful for fibonacci spherical distribution) #define M_GOLD_ANG 2.399963229728653 // Golden angle in radians #define M_E 2.718281828459045 // Euler's number (base of natural logarithm) #define M_LOG2E 1.442695040888963 // Log base 2 of e #define M_LOG10E 0.434294481903252 // Log base 10 of e #define M_LN2 0.693147180559945 // Natural log of 2 #define M_LN10 2.302585092994046 // Natural log of 10 #define M_SQRT2 1.414213562373095 // Square root of 2 #define M_SQRT3 1.732050807568877 // Square root of 3 #define M_SQRT2_INV 0.707106781186547 // 1 divided by square root of 2 (1 / sqrt(2)) #define M_SQRT3_INV 0.577350269189626 // 1 divided by square root of 3 (1 / sqrt(3)) #define M_SQRT5 2.236067977499790 // Square root of 5 //------------------------------------------------------------------------------ // GENERAL //------------------------------------------------------------------------------ // useful for triangle interpolation vec3 barycentricCoords(vec2 p, vec2 a, vec2 b, vec2 c) { vec2 v0 = b - a; vec2 v1 = c - a; vec2 v2 = p - a; float d00 = dot(v0, v0); float d01 = dot(v0, v1); float d11 = dot(v1, v1); float d20 = dot(v2, v0); float d21 = dot(v2, v1); float denom = d00 * d11 - d01 * d01; vec3 result; result.y = (d11 * d20 - d01 * d21) / denom; result.z = (d00 * d21 - d01 * d20) / denom; result.x = 1.0 - result.y - result.z; return result; } #endif uniform sampler2D image; // | RGB(A) image uniform sampler2D distortion; // | RGB(A) image used as a LUMA mask for distortion uniform sampler2D direction; // | RGB(A) image used as a LUMA mask for direction uniform float strength; // 64;0;;1 | Pixel data range allowed vec2 warp(vec2 uv) { vec4 uv_distortion = texture(distortion, uv); float distortion_val = dot(uv_distortion.rgb, vec3(0.299, 0.587, 0.114)); vec4 uv_direction = texture(direction, uv); float angle = dot(uv_direction.rgb, vec3(0.299, 0.587, 0.114)) * M_TAU; vec2 direction_val = vec2(cos(angle), sin(angle)); uv += direction_val * distortion_val * strength / iResolution.xy; return uv; } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 uv = warp(fragCoord / iResolution.xy); fragColor = texture(image, uv); }
CategoryJOV_GL 🌈/MODIFY

Inputs (7)

NameTypeDefaultDescription
imageoptIMAGERGB(A) image
distortionoptIMAGERGB(A) image used as a LUMA mask for distortion
directionoptIMAGERGB(A) image used as a LUMA mask for direction
strengthoptFLOAT640–9223372036854776000Pixel data range allowed
edge_xoptCOMBOCLAMPClamp, Wrap or Mirror the Image Edge
edge_yoptCOMBOCLAMPClamp, Wrap or Mirror the Image Edge
FRAGMENToptSTRING// name: DIRECTIONAL WARP // desc: Domain warp an image with a direction and distortion map // category: MODIFY // control: edge #ifndef LIB_CONST #define LIB_CONST //------------------------------------------------------------------------------ // CONSTANT //------------------------------------------------------------------------------ #define M_EPSILON 1.0e-10 // zero value for float comparisons #define M_DEG2RAD 0.017453292519943 // Degree to radian conversion factor #define M_RAD2DEG 57.29577951308232 // Radian to degree conversion factor #define M_TAU 6.283185307179586 // TAU (2 * π) #define M_TAU_INV 0.159154943091895 // TAU Inverse (1 / TAU) #define M_PI 3.141592653589793 // π #define M_PI_INV 0.318309886183790 // π Inverse (1 / π) #define M_PI_2 1.570796326794896 // π divided by 2 (π / 2) #define M_PI_4 0.785398163397448 // π divided by 4 (π / 4) #define M_3PI_4 2.356194490192345 // 3 * π divided by 4 (3π / 4) #define M_PHI 1.618033988749895 // Golden ratio (φ) #define M_PHI_INV 0.618033988749895 // Inverse of golden ratio (1 / φ) #define M_PHI_SQ 2.618033988749895 // Square of the golden ratio (φ^2) #define M_PHI_SQRT5 0.723606797749979 // φ / √5 (useful for fibonacci spherical distribution) #define M_GOLD_ANG 2.399963229728653 // Golden angle in radians #define M_E 2.718281828459045 // Euler's number (base of natural logarithm) #define M_LOG2E 1.442695040888963 // Log base 2 of e #define M_LOG10E 0.434294481903252 // Log base 10 of e #define M_LN2 0.693147180559945 // Natural log of 2 #define M_LN10 2.302585092994046 // Natural log of 10 #define M_SQRT2 1.414213562373095 // Square root of 2 #define M_SQRT3 1.732050807568877 // Square root of 3 #define M_SQRT2_INV 0.707106781186547 // 1 divided by square root of 2 (1 / sqrt(2)) #define M_SQRT3_INV 0.577350269189626 // 1 divided by square root of 3 (1 / sqrt(3)) #define M_SQRT5 2.236067977499790 // Square root of 5 //------------------------------------------------------------------------------ // GENERAL //------------------------------------------------------------------------------ // useful for triangle interpolation vec3 barycentricCoords(vec2 p, vec2 a, vec2 b, vec2 c) { vec2 v0 = b - a; vec2 v1 = c - a; vec2 v2 = p - a; float d00 = dot(v0, v0); float d01 = dot(v0, v1); float d11 = dot(v1, v1); float d20 = dot(v2, v0); float d21 = dot(v2, v1); float denom = d00 * d11 - d01 * d01; vec3 result; result.y = (d11 * d20 - d01 * d21) / denom; result.z = (d00 * d21 - d01 * d20) / denom; result.x = 1.0 - result.y - result.z; return result; } #endif uniform sampler2D image; // | RGB(A) image uniform sampler2D distortion; // | RGB(A) image used as a LUMA mask for distortion uniform sampler2D direction; // | RGB(A) image used as a LUMA mask for direction uniform float strength; // 64;0;;1 | Pixel data range allowed vec2 warp(vec2 uv) { vec4 uv_distortion = texture(distortion, uv); float distortion_val = dot(uv_distortion.rgb, vec3(0.299, 0.587, 0.114)); vec4 uv_direction = texture(direction, uv); float angle = dot(uv_direction.rgb, vec3(0.299, 0.587, 0.114)) * M_TAU; vec2 direction_val = vec2(cos(angle), sin(angle)); uv += direction_val * distortion_val * strength / iResolution.xy; return uv; } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 uv = warp(fragCoord / iResolution.xy); fragColor = texture(image, uv); }

Outputs (3)

NameTypeDescription
RGBAIMAGEFull channel [RGBA] image. If there is an alpha, the image will be masked out with it when using this output.
RGBIMAGEThree channel [RGB] image. There will be no alpha.
MASKMASKSingle channel mask output.