vec2 grad = texture(grad0_tex, tc).xy;
float t = texture(image0_tex, tc).x;
float warped = texture(image1_tex, tc + u).x;
du += grad * (warped - t);
}
}
vec2 grad = texture(grad0_tex, tc).xy;
float t = texture(image0_tex, tc).x;
float warped = texture(image1_tex, tc + u).x;
du += grad * (warped - t);
}
}