#version 450 core layout(location=0) in vec2 position; out vec2 image_pos; flat out vec2 flow, I_0_check_offset, I_1_check_offset; uniform vec2 splat_size; // In 0..1 coordinates. uniform vec2 inv_flow_size; uniform float alpha; uniform sampler2DArray flow_tex; // 0 = forward flow, 1 = backward flow. void main() { int instance = gl_InstanceID; int num_pixels_per_layer = textureSize(flow_tex, 0).x * textureSize(flow_tex, 0).y; int src_layer; if (instance >= num_pixels_per_layer) { instance -= num_pixels_per_layer; src_layer = 1; } else { src_layer = 0; } int x = instance % textureSize(flow_tex, 0).x; int y = instance / textureSize(flow_tex, 0).x; // Find out where to splat this to. vec2 full_flow = texelFetch(flow_tex, ivec3(x, y, src_layer), 0).xy; float splat_alpha; if (src_layer == 1) { // Reverse flow. full_flow = -full_flow; splat_alpha = 1.0f - alpha; } else { splat_alpha = alpha; } full_flow *= inv_flow_size; vec2 patch_center = (ivec2(x, y) + 0.5) * inv_flow_size + full_flow * splat_alpha; image_pos = patch_center + splat_size * (position - 0.5); flow = full_flow; I_0_check_offset = full_flow * -alpha; I_1_check_offset = full_flow * (1.0f - alpha); // The result of glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0) is: // // 2.000 0.000 0.000 -1.000 // 0.000 2.000 0.000 -1.000 // 0.000 0.000 -2.000 -1.000 // 0.000 0.000 0.000 1.000 gl_Position = vec4(2.0 * image_pos.x - 1.0, 2.0 * image_pos.y - 1.0, -1.0, 1.0); }