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Outline shader support uv2 morph #27

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@noname0310 noname0310 commented Nov 28, 2024

see BabylonJS/Babylon.js#15602

Summary by CodeRabbit

  • New Features

    • Enhanced UV attribute handling in the shader for improved visual output.
  • Bug Fixes

    • Corrected processing of the UV2 attribute to ensure accurate rendering.
  • Documentation

    • Updated shader documentation to reflect changes in UV handling.

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coderabbitai bot commented Nov 28, 2024

Walkthrough

The changes involve updates to the vertex shader code in mmdOutline.vertex.ts. A new variable, uv2Updated, has been introduced to manage the UV2 attribute, which is conditionally defined based on the UV2 preprocessor directive. The shader's main function now uses uv2Updated for calculating the vUV output in the alpha test section. While enhancing the UV attribute handling, the overall structure and existing logic of the shader remain unchanged.

Changes

File Change Summary
src/Loader/Shaders/mmdOutline.vertex.ts Added variable uv2Updated for UV2 attribute handling; updated main function to use uv2Updated instead of uv2. Introduced const mmdOutlineVertexShader.

Poem

In the shader's dance, a new hue shines bright,
uv2Updated leaps, a marvelous sight.
With each pixel's glow, the outlines take form,
A rabbit's delight, in the code's gentle swarm.
Hopping through changes, we cheer with delight,
For shaders now shimmer, in the soft moonlight! 🐇✨


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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 calculation

The 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 implementation

The 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

📥 Commits

Reviewing files that changed from the base of the PR and between 08aa5e1 and 0a96d90.

📒 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:

  1. UV2 attribute is only used in mmdOutline shaders (both GLSL and WGSL versions)
  2. The morphing includes are correctly placed before the UV2 usage
  3. 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

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