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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,30 @@ | ||
| // GLSL Fragment Shader Pseudocode | ||
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| uniform sampler2D u_image; // The captured camera texture | ||
| varying vec2 v_texCoord; // Current texture coordinate (0.0 to 1.0) | ||
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| void main() { | ||
| // Define the peripheral zone (bottom 50% of the image) | ||
| float peripheral_y_boundary = 0.5; | ||
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| // Define the maximum shift amount (0.88 pixels converted to texture coordinate units) | ||
| float max_shift_coord = 0.88 / texture_width_pixels; | ||
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| // 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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Comment on lines
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. This block of code can be refactored for better maintainability and robustness. Here are a few points:
The suggested code below addresses these points. |
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| } | ||
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The shader uses
texture_width_pixelson 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.