ComfyUI Node
TRANSFORM (JOV_GL)
Move, Rotate, Scale and Tile an image
TRANSFORM (JOV_GL)
- image
- offset
- tile
- RGBA
- RGB
- MASK
◄rotate0.000►
◄edge_xCLAMP►
◄edge_yCLAMP►
◄FRAGMENT// name: TRANSFORM
// desc: Move, Rotate, Scale and Tile an image
// category: TRANSFORM
// 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) input to repeat
uniform vec2 offset; // 0.0,0.0;-0.5;0.5;0.001 | positional offset (-0.5..0.5)
uniform float rotate; // 0;0;1;0.001 | rotation from 0..2pi
uniform vec2 tile; // 1.0,1.0;1;2048;1 | repetitions on X and Y
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
// normalize + offset
vec2 uv = (fragCoord - offset * iResolution.xy) / iResolution.xy;
// rotation matrix
float cosAngle = cos(rotate * M_TAU);
float sinAngle = sin(rotate * M_TAU);
mat2 rotationMatrix = mat2(cosAngle, -sinAngle, sinAngle, cosAngle);
// center rotate, scale
uv = rotationMatrix * (uv - 0.5) + 0.5;
vec2 repeat = vec2(min(iResolution.x / 4., tile.x), min(iResolution.y / 4., tile.y));
uv *= repeat;
fragColor = texture(image, uv);
}►
CategoryJOV_GL 🌈/TRANSFORM
Inputs (7)
| Name | Type | Default | Description |
|---|---|---|---|
| imageopt | IMAGE | RGB(A) input to repeat | |
| offsetopt | VEC2 | 0,0 | positional offset (-0.5..0.5) |
| rotateopt | FLOAT | 0.0000–1 | rotation from 0..2pi |
| tileopt | VEC2 | 1,1 | repetitions on X and Y |
| edge_xopt | COMBO | CLAMP | Clamp, Wrap or Mirror the Image Edge |
| edge_yopt | COMBO | CLAMP | Clamp, Wrap or Mirror the Image Edge |
| FRAGMENTopt | STRING | // name: TRANSFORM // desc: Move, Rotate, Scale and Tile an image // category: TRANSFORM // 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) input to repeat uniform vec2 offset; // 0.0,0.0;-0.5;0.5;0.001 | positional offset (-0.5..0.5) uniform float rotate; // 0;0;1;0.001 | rotation from 0..2pi uniform vec2 tile; // 1.0,1.0;1;2048;1 | repetitions on X and Y void mainImage( out vec4 fragColor, in vec2 fragCoord ) { // normalize + offset vec2 uv = (fragCoord - offset * iResolution.xy) / iResolution.xy; // rotation matrix float cosAngle = cos(rotate * M_TAU); float sinAngle = sin(rotate * M_TAU); mat2 rotationMatrix = mat2(cosAngle, -sinAngle, sinAngle, cosAngle); // center rotate, scale uv = rotationMatrix * (uv - 0.5) + 0.5; vec2 repeat = vec2(min(iResolution.x / 4., tile.x), min(iResolution.y / 4., tile.y)); uv *= repeat; fragColor = texture(image, uv); } | — |
Outputs (3)
| Name | Type | Description |
|---|---|---|
| RGBA | IMAGE | Full channel [RGBA] image. If there is an alpha, the image will be masked out with it when using this output. |
| RGB | IMAGE | Three channel [RGB] image. There will be no alpha. |
| MASK | MASK | Single channel mask output. |