4 flat in int image0_layer, image1_layer;
6 flat in float mean_diff;
7 out vec3 flow_contribution;
9 uniform sampler2DArray image_tex;
13 // Equation (3) from the paper. We're using additive blending, so the
14 // sum will happen automatically for us, and normalization happens on
17 // Note that equation (2) says 1 for the minimum error, but the code says 2.0.
18 // And it says L2 norm, but really, the code does absolute value even for
19 // L2 error norm (it uses a square root formula for L1 norm).
20 float diff = texture(image_tex, vec3(image_pos, image0_layer)).x - texture(image_tex, vec3(image_pos + flow_du, image1_layer)).x;
22 float weight = 1.0 / max(abs(diff), 2.0 / 255.0);
23 flow_contribution = vec3(flow_du.x * weight, flow_du.y * weight, weight);