2 #extension GL_ARB_shader_viewport_layer_array : require
4 layout(location=0) in vec2 position;
7 flat out int ref_layer, search_layer;
9 uniform sampler2DArray flow_tex;
10 uniform vec2 out_flow_size;
14 // Patch placement: We want the outermost patches to have centers exactly in the
15 // image corners, so that the bottom-left patch has centre (0,0) and the
16 // upper-right patch has center (1,1). The position we get in is _almost_ there;
17 // since the quad's corners are in (0,0) and (1,1), the fragment shader will get
18 // centers in x=0.5/w, x=1.5/w and so on (and similar for y).
20 // In other words, find some f(x) = ax + b so that
23 // a (1.0 - 0.5 / w) + b = 1
29 vec2 a = out_flow_size / (out_flow_size - 1);
30 vec2 b = -1.0 / (2 * (out_flow_size - 1.0));
31 patch_center = a * position + b;
33 // The result of glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0) is:
35 // 2.000 0.000 0.000 -1.000
36 // 0.000 2.000 0.000 -1.000
37 // 0.000 0.000 -2.000 -1.000
38 // 0.000 0.000 0.000 1.000
39 gl_Position = vec4(2.0 * position.x - 1.0, 2.0 * position.y - 1.0, -1.0, 1.0);
40 flow_tc = vec3(position, gl_InstanceID);
42 gl_Layer = gl_InstanceID;
44 // Forward flow (0) goes from 0 to 1. Backward flow (1) goes from 1 to 0.
45 ref_layer = gl_InstanceID;
46 search_layer = 1 - gl_InstanceID;