float A11 = k1 * I_x * I_x;
float A12 = k1 * I_x * I_y;
float A22 = k1 * I_y * I_y;
- float b1 = -k1 * I_t;
- float b2 = -k1 * I_t;
+ float b1 = -k1 * I_t * I_x;
+ float b2 = -k1 * I_t * I_y;
// Compute the second derivatives. First I_xx and I_xy.
vec2 I_x_y_m2 = textureOffset(I_x_y_tex, tc, ivec2(-2, 0)).xy;
we have the much more manageable
- k1 I_x² u + k1 I_x I_y v = - k1 I_t
- k1 I_x I_y u + k1 I_y² v = - k1 I_t
+ k1 I_x² u + k1 I_x I_y v = - k1 I_t I_x
+ k1 I_x I_y u + k1 I_y² v = - k1 I_t I_y
ie., two linear equations in u and v. Now, you will notice two
immediate problems by this equation set: