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rearranged PC shader logic#698

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TheJeran merged 2 commits into
mainfrom
jp/PCDiscard
Jul 20, 2026
Merged

rearranged PC shader logic#698
TheJeran merged 2 commits into
mainfrom
jp/PCDiscard

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@TheJeran

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The previous shader used the texCoord to clip points, which resulted in them aligning along the previous CRS.

image

This changes it to clip based on new UV from CRS if reprojected.

I also re-ordered operations to reduce redundant operations. So vertices should be rejected sooner now before getting further through the computations.

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Code Review

This pull request introduces a boundsCheck helper function in the pointVertex.glsl vertex shader to perform early bounds checking and discard out-of-bounds vertices before further processing, while also restructuring the main function to clean up visibility checks. The feedback suggests optimizing the boundsCheck function by scaling the input coordinate instead of the uniform bounds to reduce operations per vertex, and reusing the newCoord variable in the REPROJECT block to avoid redundant vector construction.

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Comment thread src/components/textures/shaders/pointVertex.glsl
Comment thread src/components/textures/shaders/pointVertex.glsl
@TheJeran
TheJeran merged commit 556b4e7 into main Jul 20, 2026
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@TheJeran
TheJeran deleted the jp/PCDiscard branch July 20, 2026 14:59
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