5 flat in float mean_diff;
6 out vec3 flow_contribution;
8 uniform sampler2D image0_tex, image1_tex;
12 // Equation (3) from the paper. We're using additive blending, so the
13 // sum will happen automatically for us, and normalization happens on
16 // Note that equation (2) says 1 for the minimum error, but the code says 2.0.
17 // And it says L2 norm, but really, the code does absolute value even for
18 // L2 error norm (it uses a square root formula for L1 norm).
19 float diff = texture(image0_tex, image_pos).x - texture(image1_tex, image_pos + flow_du).x;
21 float weight = 1.0 / max(abs(diff), 2.0 / 255.0);
22 flow_contribution = vec3(flow_du.x * weight, flow_du.y * weight, weight);