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Outline shader support uv2 morph #27
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WalkthroughThe changes involve updates to the vertex shader code in Changes
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Actionable comments posted: 0
🧹 Outside diff range and nitpick comments (2)
src/Loader/Shaders/mmdOutline.vertex.ts (2)
Line range hint
82-82
: Document the outline offset calculationThe line
projectedPosition.xy += screenNormal / (viewport * 0.25 /* 0.5 */) * offset * projectedPosition.w;
contains a commented value (0.5) that differs from the actual value (0.25). Consider adding a comment explaining why 0.25 was chosen over 0.5 for better maintainability.
Line range hint
1-108
: Architecture Review: Clean UV2 morphing implementationThe implementation elegantly adds UV2 morphing support while maintaining the shader's existing structure and performance characteristics. The changes are minimal, focused, and follow established patterns, making them easy to maintain and extend.
📜 Review details
Configuration used: CodeRabbit UI
Review profile: CHILL
📒 Files selected for processing (1)
src/Loader/Shaders/mmdOutline.vertex.ts
(2 hunks)
🔇 Additional comments (2)
src/Loader/Shaders/mmdOutline.vertex.ts (2)
65-67
: LGTM: UV2 variable initialization follows established patterns
The initialization of uv2Updated
follows the same pattern as UV1 handling and maintains consistency with the codebase.
91-91
: Verify UV2 morphing behavior
The usage of uv2Updated
for vUV calculation is correct and consistent with UV1 handling. However, let's verify the morphing behavior across the codebase.
✅ Verification successful
UV2 morphing implementation is correctly isolated
The UV2 morphing implementation in mmdOutline.vertex.ts
is properly contained and consistent. The search results show that:
- UV2 attribute is only used in mmdOutline shaders (both GLSL and WGSL versions)
- The morphing includes are correctly placed before the UV2 usage
- No other shaders require UV2 morphing support
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Check for UV2 morphing implementations and usage patterns
# Look for other shaders or code that might need similar UV2 morphing support
# Search for UV2 morphing patterns in shaders
rg -t ts "uv2.*morph" --glob "**/*.vertex.ts"
# Search for UV2 attribute usage in shaders
ast-grep --pattern 'attribute vec2 uv2;'
Length of output: 90
Script:
#!/bin/bash
# Let's try a broader search for UV2-related patterns in vertex shaders
# Search for UV2 usage patterns
rg -t ts "uv2" --glob "**/*.vertex.ts" -A 2
# Search for morphing-related code in vertex shaders
rg -t ts "morph" --glob "**/*.vertex.ts" -A 2
# Look for attribute declarations in vertex shaders
rg -t ts "attribute.*uv" --glob "**/*.vertex.ts"
Length of output: 4615
see BabylonJS/Babylon.js#15602
Summary by CodeRabbit
New Features
Bug Fixes
Documentation