#version 450 core
+#extension GL_ARB_shader_viewport_layer_array : require
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 vec2 patch_size; // In 0..1 coordinates.
-uniform sampler2D flow_tex;
+uniform sampler2DArray flow_tex;
void main()
{
+ 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 / 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) - 1.0);
+ 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,
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;
// 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;
}