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armorpaint/lab/sources/nodes/variance_node.ts
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type variance_node_t = {
base?: logic_node_t;
};
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let variance_node_temp: gpu_texture_t = null;
let variance_node_image: gpu_texture_t = null;
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let variance_node_inst: variance_node_t = null;
let variance_node_prompt: string = "";
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function variance_node_create(raw: ui_node_t, args: f32_array_t): variance_node_t {
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let n: variance_node_t = {};
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n.base = logic_node_create(n);
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n.base.get_as_image = variance_node_get_as_image;
n.base.get_cached_image = variance_node_get_cached_image;
variance_node_inst = n;
variance_node_init();
return n;
}
function variance_node_init() {
if (variance_node_temp == null) {
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variance_node_temp = gpu_create_render_target(512, 512);
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}
}
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function variance_node_button(node_id: i32) {
let node: ui_node_t = ui_get_node(ui_nodes_get_canvas(true).nodes, node_id);
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variance_node_prompt = ui_text_area(ui_handle(__ID__), ui_align_t.LEFT, true, tr("prompt"), true);
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node.buttons[0].height = string_split(variance_node_prompt, "\n").length;
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}
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function variance_node_get_as_image(self: variance_node_t, from: i32): gpu_texture_t {
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let node: float_node_t = variance_node_inst.base.inputs[1].node;
let strength: f32 = node.value;
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let source: gpu_texture_t = logic_node_input_get_as_image(variance_node_inst.base.inputs[0]);
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draw_begin(variance_node_temp);
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draw_scaled_image(source, 0, 0, 512, 512);
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draw_end();
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let bytes_img: buffer_t = gpu_get_texture_pixels(variance_node_temp);
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let u8a: u8_array_t = bytes_img;
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let f32a: f32_array_t = f32_array_create(3 * 512 * 512);
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for (let i: i32 = 0; i < (512 * 512); ++i) {
f32a[i ] = (u8a[i * 4 ] / 255) * 2.0 - 1.0;
f32a[i + 512 * 512 ] = (u8a[i * 4 + 1] / 255) * 2.0 - 1.0;
f32a[i + 512 * 512 * 2] = (u8a[i * 4 + 2] / 255) * 2.0 - 1.0;
}
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console_progress(tr("Processing") + " - " + tr("Variance"));
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let vae_encoder_blob: buffer_t = data_get_blob("models/sd_vae_encoder.quant.onnx");
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let tensors: buffer_t[] = [buffer_create_from_raw(f32a.buffer, f32a.length * 4)];
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let input_shape: i32_array_t[] = [];
let input_shape0: i32[] = [1, 3, 512, 512];
array_push(input_shape, input_shape0);
let output_shape: i32[] = [1, 4, 64, 64];
let latents_buf: buffer_t = iron_ml_inference(vae_encoder_blob, tensors, input_shape, output_shape, config_raw.gpu_inference);
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let latents: f32_array_t = f32_array_create_from_buffer(latents_buf);
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for (let i: i32 = 0; i < latents.length; ++i) {
latents[i] = 0.18215 * latents[i];
}
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let noise: f32_array_t = f32_array_create(latents.length);
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for (let i: i32 = 0; i < noise.length; ++i) {
noise[i] = math_cos(2.0 * 3.14 * random_node_get_float()) * math_sqrt(-2.0 * math_log(random_node_get_float()));
}
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let num_inference_steps: i32 = 50;
let init_timestep: i32 = math_floor(num_inference_steps * strength);
let timesteps: i32 = text_to_photo_node_timesteps[num_inference_steps - init_timestep];
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let alphas_cumprod: f32[] = text_to_photo_node_alphas_cumprod;
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let sqrt_alpha_prod: f32 = math_pow(alphas_cumprod[timesteps], 0.5);
let sqrt_one_minus_alpha_prod: f32 = math_pow(1.0 - alphas_cumprod[timesteps], 0.5);
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for (let i: i32 = 0; i < latents.length; ++i) {
latents[i] = sqrt_alpha_prod * latents[i] + sqrt_one_minus_alpha_prod * noise[i];
}
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let t_start: f32 = num_inference_steps - init_timestep;
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variance_node_image = text_to_photo_node_stable_diffusion(variance_node_prompt, latents, t_start);
return variance_node_image;
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}
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function variance_node_get_cached_image(self: variance_node_t): gpu_texture_t {
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return variance_node_image;
}
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let variance_node_def: ui_node_t = {
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id: 0,
name: _tr("Variance"),
type: "variance_node",
x: 0,
y: 0,
color: 0xff4982a0,
inputs: [
{
id: 0,
node_id: 0,
name: _tr("Color"),
type: "RGBA",
color: 0xffc7c729,
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default_value: f32_array_create_xyzw(0.0, 0.0, 0.0, 1.0),
min: 0.0,
max: 1.0,
precision: 100,
display: 0
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},
{
id: 0,
node_id: 0,
name: _tr("Strength"),
type: "VALUE",
color: 0xffa1a1a1,
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default_value: f32_array_create_x(0.5),
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min: 0.0,
max: 1.0,
precision: 100,
display: 0
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}
],
outputs: [
{
id: 0,
node_id: 0,
name: _tr("Color"),
type: "RGBA",
color: 0xffc7c729,
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default_value: f32_array_create_xyzw(0.0, 0.0, 0.0, 1.0),
min: 0.0,
max: 1.0,
precision: 100,
display: 0
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}
],
buttons: [
{
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name: "variance_node_button",
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type: "CUSTOM",
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output: -1,
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default_value: f32_array_create_x(0),
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data: null,
min: 0.0,
max: 1.0,
precision: 100,
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height: 1
}
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],
width: 0
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};