Skip to content

Conversation

@Thugga369
Copy link

Retania

@google-cla
Copy link

google-cla bot commented Nov 23, 2025

Thanks for your pull request! It looks like this may be your first contribution to a Google open source project. Before we can look at your pull request, you'll need to sign a Contributor License Agreement (CLA).

View this failed invocation of the CLA check for more information.

For the most up to date status, view the checks section at the bottom of the pull request.

@gemini-code-assist
Copy link

Summary of Changes

Hello @Thugga369, I'm Gemini Code Assist1! I'm currently reviewing this pull request and will post my feedback shortly. In the meantime, here's a summary to help you and other reviewers quickly get up to speed!

This pull request introduces a new GLSL fragment shader, 'Retna3D', which is designed to apply a specific visual distortion to rendered images. The shader processes an input texture, applying a horizontal shift exclusively to the bottom half of the image. This shift gradually increases towards the bottom edge, creating a unique and dynamic visual effect.

Highlights

  • New Shader File: A new GLSL fragment shader file named 'Retna3D' has been added to the repository.
  • Visual Distortion Effect: The shader implements a unique visual distortion effect that horizontally shifts the bottom 50% of an input texture.
  • Ramping Shift: The horizontal shift applied by the shader smoothly increases from zero at the image's mid-point (y=0.5) to a maximum value at the very bottom edge (y=1.0).
Using Gemini Code Assist

The full guide for Gemini Code Assist can be found on our documentation page, here are some quick tips.

Invoking Gemini

You can request assistance from Gemini at any point by creating a comment using either /gemini <command> or @gemini-code-assist <command>. Below is a summary of the supported commands on the current page.

Feature Command Description
Code Review /gemini review Performs a code review for the current pull request in its current state.
Pull Request Summary /gemini summary Provides a summary of the current pull request in its current state.
Comment @gemini-code-assist Responds in comments when explicitly tagged, both in pull request comments and review comments.
Help /gemini help Displays a list of available commands.

Customization

To customize Gemini Code Assist for GitHub experience, repository maintainers can create a configuration file and/or provide a custom code review style guide (such as PEP-8 for Python) by creating and adding files to a .gemini/ folder in the base of the repository. Detailed instructions can be found here.

Limitations & Feedback

Gemini Code Assist may make mistakes. Please leave feedback on any instances where its feedback is incorrect or counter productive. You can react with 👍 and 👎 on @gemini-code-assist comments. If you're interested in giving your feedback about your experience with Gemini Code Assist for Github and other Google products, sign up here.

You can also get AI-powered code generation, chat, as well as code reviews directly in the IDE at no cost with the Gemini Code Assist IDE Extension.

Footnotes

  1. Review the Privacy Notices, Generative AI Prohibited Use Policy, Terms of Service, and learn how to configure Gemini Code Assist in GitHub here. Gemini can make mistakes, so double check it and use code with caution.

Copy link

@gemini-code-assist gemini-code-assist bot left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Code Review

This pull request introduces a GLSL fragment shader for a 'Retna3D' effect. My review focuses on ensuring the shader code is correct, robust, and maintainable. I've identified a critical compilation error due to an undeclared variable and have also suggested a refactoring to improve the main logic by removing code duplication, eliminating a magic number, and preventing potential rendering artifacts at the texture edges. Applying these suggestions will make the shader functional and more robust.

Comment on lines +3 to +4
uniform sampler2D u_image; // The captured camera texture
varying vec2 v_texCoord; // Current texture coordinate (0.0 to 1.0)

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

critical

The shader uses texture_width_pixels on line 11, but it's not declared as a uniform. This will cause a compilation error. You should declare it as a uniform to pass the texture's width from your application code.

uniform sampler2D u_image; // The captured camera texture
uniform float texture_width_pixels; // The width of the texture in pixels
varying vec2 v_texCoord;   // Current texture coordinate (0.0 to 1.0)

Comment on lines +13 to +29
// Check if the current pixel is in the peripheral zone (bottom)
if (v_texCoord.y > peripheral_y_boundary) {

// Calculate a shift amount that smoothly ramps down to 0 at the boundary
// and is maximum at the bottom edge (y=1.0)
float ramp_factor = (v_texCoord.y - peripheral_y_boundary) * 2.0;
float current_shift_x = max_shift_coord * ramp_factor;

// Apply the shift to the horizontal coordinate (x)
vec2 shifted_coord = vec2(v_texCoord.x + current_shift_x, v_texCoord.y);

// Fetch the color from the shifted coordinate
gl_FragColor = texture2D(u_image, shifted_coord);
} else {
// Top 50% (Clear Top) remains unshifted
gl_FragColor = texture2D(u_image, v_texCoord);
}

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

high

This block of code can be refactored for better maintainability and robustness. Here are a few points:

  • Code Duplication: The texture2D call is repeated in both the if and else branches. You can avoid this by using a variable for the texture coordinate and having a single texture2D call at the end.
  • Magic Number: The value 2.0 on line 18 is a magic number. It's derived from peripheral_y_boundary being 0.5. Calculating it dynamically makes the code more robust if peripheral_y_boundary changes.
  • Edge Artifacts: The shifted x-coordinate on line 22 can go beyond 1.0, which may cause texture wrapping artifacts. It's safer to clamp the coordinate to the [0.0, 1.0] range.

The suggested code below addresses these points.

    // By default, we sample from the original texture coordinate.
    vec2 sample_coord = v_texCoord;

    // Check if the current pixel is in the peripheral zone (bottom)
    if (v_texCoord.y > peripheral_y_boundary) {
        
        // Calculate a shift amount that smoothly ramps down to 0 at the boundary
        // and is maximum at the bottom edge (y=1.0)
        float ramp_factor = (v_texCoord.y - peripheral_y_boundary) / (1.0 - peripheral_y_boundary); 
        float current_shift_x = max_shift_coord * ramp_factor;

        // Apply the shift to the horizontal coordinate (x), clamping to avoid artifacts.
        sample_coord.x = clamp(v_texCoord.x + current_shift_x, 0.0, 1.0);
    }

    // Fetch the color from the (potentially shifted) coordinate.
    gl_FragColor = texture2D(u_image, sample_coord);

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

1 participant