]> git.sesse.net Git - nageru/blobdiff - densify.vert
Allow symlinked frame files. Useful for testing.
[nageru] / densify.vert
index 0572afbdd54e015e82afd5ef2140330925fbdc2d..181c7f32b72203ed16244253097e0223fe4493c2 100644 (file)
@@ -1,19 +1,26 @@
 #version 450 core
+#extension GL_ARB_shader_viewport_layer_array : require
 
-in vec2 position;
+layout(location=0) in vec2 position;
 out vec2 image_pos;
 flat out vec2 flow_du;
 flat out float mean_diff;
+flat out int image0_layer, image1_layer;
 
-uniform int width_patches;
 uniform vec2 patch_size;  // In 0..1 coordinates.
-uniform vec2 patch_spacing;  // In 0..1 coordinates.
-uniform sampler2D flow_tex;
+uniform sampler2DArray flow_tex;
 
 void main()
 {
-       int patch_x = gl_InstanceID % width_patches;
-       int patch_y = gl_InstanceID / width_patches;
+       int num_patches = textureSize(flow_tex, 0).x * textureSize(flow_tex, 0).y;
+       int patch_layer = gl_InstanceID / num_patches;
+       int patch_x = gl_InstanceID % textureSize(flow_tex, 0).x;
+       int patch_y = (gl_InstanceID % num_patches) / textureSize(flow_tex, 0).x;
+
+       // Convert the patch index to being the full 0..1 range, to match where
+       // the motion search puts the patches. We don't bother with the locking
+       // to texel centers, though.
+       vec2 patch_center = ivec2(patch_x, patch_y) / (textureSize(flow_tex, 0).xy - 1.0);
 
        // Increase the patch size a bit; since patch spacing is not necessarily
        // an integer number of pixels, and we don't use conservative rasterization,
@@ -26,10 +33,10 @@ void main()
        // all directions.
        vec2 grown_pos = (position * 1.5) - 0.25;
 
-       image_pos = patch_spacing * ivec2(patch_x, patch_y) + patch_size * grown_pos;
+       image_pos = patch_center + patch_size * (grown_pos - 0.5f);
 
        // Find the flow value for this patch, and send it on to the fragment shader.
-       vec3 flow_du_and_mean_diff = texelFetch(flow_tex, ivec2(patch_x, patch_y), 0).xyz;
+       vec3 flow_du_and_mean_diff = texelFetch(flow_tex, ivec3(patch_x, patch_y, patch_layer), 0).xyz;
        flow_du = flow_du_and_mean_diff.xy;
        mean_diff = flow_du_and_mean_diff.z;
 
@@ -40,4 +47,9 @@ void main()
        //   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);
+       gl_Layer = patch_layer;
+
+       // Forward flow (0) goes from 0 to 1. Backward flow (1) goes from 1 to 0.
+       image0_layer = patch_layer;
+       image1_layer = 1 - patch_layer;
 }