2 #extension GL_ARB_shader_viewport_layer_array : require
4 layout(location=0) in vec2 position;
7 flat out float mean_diff;
8 flat out int image0_layer, image1_layer;
10 uniform vec2 patch_size; // In 0..1 coordinates.
11 uniform sampler2DArray flow_tex;
15 int num_patches = textureSize(flow_tex, 0).x * textureSize(flow_tex, 0).y;
16 int patch_layer = gl_InstanceID / num_patches;
17 int patch_x = gl_InstanceID % textureSize(flow_tex, 0).x;
18 int patch_y = (gl_InstanceID % num_patches) / textureSize(flow_tex, 0).x;
20 // Convert the patch index to being the full 0..1 range, to match where
21 // the motion search puts the patches. We don't bother with the locking
22 // to texel centers, though.
23 vec2 patch_center = ivec2(patch_x, patch_y) / (textureSize(flow_tex, 0).xy - 1.0);
25 // Increase the patch size a bit; since patch spacing is not necessarily
26 // an integer number of pixels, and we don't use conservative rasterization,
27 // we could be missing the outer edges of the patch. And it seemingly helps
28 // a little bit in general to have some more candidates as well -- although
29 // this is measured without variational refinement, so it might be moot
32 // This maps [0.0,1.0] to [-0.25,1.25], ie. extends the patch by 25% in
34 vec2 grown_pos = (position * 1.5) - 0.25;
36 image_pos = patch_center + patch_size * (grown_pos - 0.5f);
38 // Find the flow value for this patch, and send it on to the fragment shader.
39 vec3 flow_du_and_mean_diff = texelFetch(flow_tex, ivec3(patch_x, patch_y, patch_layer), 0).xyz;
40 flow_du = flow_du_and_mean_diff.xy;
41 mean_diff = flow_du_and_mean_diff.z;
43 // The result of glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0) is:
45 // 2.000 0.000 0.000 -1.000
46 // 0.000 2.000 0.000 -1.000
47 // 0.000 0.000 -2.000 -1.000
48 // 0.000 0.000 0.000 1.000
49 gl_Position = vec4(2.0 * image_pos.x - 1.0, 2.0 * image_pos.y - 1.0, -1.0, 1.0);
50 gl_Layer = patch_layer;
52 // Forward flow (0) goes from 0 to 1. Backward flow (1) goes from 1 to 0.
53 image0_layer = patch_layer;
54 image1_layer = 1 - patch_layer;