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remove shader bounds#610

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TheJeran merged 7 commits intomainfrom
jp/remove-shader-bounds
Mar 26, 2026
Merged

remove shader bounds#610
TheJeran merged 7 commits intomainfrom
jp/remove-shader-bounds

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@TheJeran
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This is the first step for #592 by removing all of the bound logic from components and shaders.

Additionally, I was using DoubleSide render for the instances and points-clouds for some reason. So I removed that back to default (Frontside) and that gave a very notable performance improvement to the instanced plots. Points are still not ideal.
I also added NoBlending to instanced materials in case that helps with performance and added depth testing as I now understand better whats happening and that helps performance.

Lastly, I solved #609 by ensuring that the texture array fed into the shaders is always an array of length 14 and that seems to have handled the issue with changing array sizes

@TheJeran TheJeran linked an issue Mar 26, 2026 that may be closed by this pull request
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Summary of Changes

Hello, 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 focuses on significant performance optimizations and bug fixes related to shader and rendering logic. By removing deprecated bound calculations and adjusting rendering properties like blending and side rendering, the application achieves improved frame rates, particularly for instanced plots. Additionally, a critical bug affecting texture array handling in shaders has been addressed, ensuring stability and correct rendering across different data configurations.

Highlights

  • Shader Optimization: Removed unnecessary bound logic from various components and shaders, streamlining rendering processes and reducing overhead.
  • Performance Improvements: Switched instanced plots and point clouds from DoubleSide rendering to default FrontSide, and applied NoBlending and depthTest to instanced materials, leading to notable performance gains.
  • Texture Array Fix: Implemented a solution for issue If Texture array length changes, causes GL Compiler issue #609 by ensuring that texture arrays passed to shaders consistently have a length of 14, resolving issues with changing array sizes.

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Code Review

This pull request refactors several plot components and their associated GLSL shaders. Key changes include standardizing texture array initialization across DataCube, FlatMap, and Sphere components, simplifying blending and depth settings in FlatBlocks, PointCloud, and SphereBlocks by moving to THREE.NoBlending and explicitly setting depthTest: true, and removing extensive time series selection and highlighting logic from FlatMap, PointCloud, and Sphere components and their shaders. The review feedback suggests extracting the repeated texture array creation logic into a shared utility function to adhere to the DRY principle and improve maintainability.

uniforms: {
modelViewMatrixInverse: { value: new THREE.Matrix4() }, // Used for Orthographic RayMarcher
map: { value: volTexture },
map: { value: Array.from({ length: 14 }, (_, idx) => volTexture?.[idx])},

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medium

This logic to create a fixed-size texture array is repeated in FlatMap.tsx and Sphere.tsx. To adhere to the DRY (Don't Repeat Yourself) principle, consider extracting this into a utility function in src/utils/HelperFuncs.ts.

For example:

// in src/utils/HelperFuncs.ts
export function createFixedTextureArray(textures: THREE.Texture[] | null, length: number = 14): (THREE.Texture | undefined)[] {
    return Array.from({ length }, (_, idx) => textures?.[idx]);
}

You could then use it here and in the other components like this:

map: { value: createFixedTextureArray(volTexture) },

This would improve code reuse and maintainability.

@TheJeran TheJeran merged commit 875514e into main Mar 26, 2026
6 checks passed
@TheJeran TheJeran deleted the jp/remove-shader-bounds branch March 26, 2026 13:55
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If Texture array length changes, causes GL Compiler issue

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