3 // Warps I_1 according to the flow, then computes the mean and difference to I_0.
7 out vec2 normalized_flow;
9 uniform sampler2DArray image_tex, flow_tex;
13 vec3 flow = texture(flow_tex, tc).xyz;
14 flow.xy /= flow.z; // Normalize the sum coming out of the densification.
16 float I_0 = texture(image_tex, tc).x;
17 float I_w = texture(image_tex, vec3(tc.xy + flow.xy, 1.0f - tc.z)).x; // NOTE: This is effectively a reverse warp since texture() is a gather operation and flow is conceptually scatter.
19 I = 0.5f * (I_0 + I_w);
21 normalized_flow = flow.xy * textureSize(image_tex, 0).xy;