#version 450 core // Warps I_1 according to the flow, then computes the mean and difference to I_0. in vec3 tc; out float I, I_t; out vec2 normalized_flow; uniform sampler2DArray image_tex, flow_tex; void main() { vec3 flow = texture(flow_tex, tc).xyz; flow.xy /= flow.z; // Normalize the sum coming out of the densification. float I_0 = texture(image_tex, tc).x; 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. I = 0.5f * (I_0 + I_w); I_t = I_w - I_0; normalized_flow = flow.xy * textureSize(image_tex, 0).xy; }