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Create Retna3D #631
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Summary of ChangesHello @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
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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.
| uniform sampler2D u_image; // The captured camera texture | ||
| varying vec2 v_texCoord; // Current texture coordinate (0.0 to 1.0) |
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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)
| // Check if the current pixel is in the peripheral zone (bottom) | ||
| if (v_texCoord.y > peripheral_y_boundary) { | ||
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| // 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; | ||
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| // Apply the shift to the horizontal coordinate (x) | ||
| vec2 shifted_coord = vec2(v_texCoord.x + current_shift_x, v_texCoord.y); | ||
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| // 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); | ||
| } |
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This block of code can be refactored for better maintainability and robustness. Here are a few points:
- Code Duplication: The
texture2Dcall is repeated in both theifandelsebranches. You can avoid this by using a variable for the texture coordinate and having a singletexture2Dcall at the end. - Magic Number: The value
2.0on line 18 is a magic number. It's derived fromperipheral_y_boundarybeing0.5. Calculating it dynamically makes the code more robust ifperipheral_y_boundarychanges. - 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);
Retania