#version 450 core
in vec3 tc;
+
+#ifdef SPLIT_YCBCR_OUTPUT
+out float Y;
+out vec2 CbCr;
+#else
out vec4 rgba;
+#endif
uniform sampler2DArray image_tex;
uniform sampler2D flow_tex;
// Same for d1.
float d1 = (1.0f - alpha) * length(size * (texture(flow_tex, vec2(tc.xy + (1.0f - alpha) * flow)).xy - flow));
+ vec4 result;
if (max(d0, d1) < 3.0f) { // Arbitrary constant, not all that tuned. The UW paper says 1.0 is fine for ground truth.
// Both are visible, so blend.
- rgba = I_0 + alpha * (I_1 - I_0);
+ result = I_0 + alpha * (I_1 - I_0);
} else if (d0 < d1) {
- rgba = I_0;
+ result = I_0;
} else {
- rgba = I_1;
+ result = I_1;
}
+#ifdef SPLIT_YCBCR_OUTPUT
+ Y = result.r;
+ CbCr = result.gb;
+#else
+ rgba = result;
+#endif
}