#version 450 core
in vec2 image_pos;
+flat in int image0_layer, image1_layer;
flat in vec2 flow_du;
+flat in float mean_diff;
out vec3 flow_contribution;
-uniform sampler2D image0_tex, image1_tex;
+uniform sampler2DArray image_tex;
void main()
{
// Note that equation (2) says 1 for the minimum error, but the code says 2.0.
// And it says L2 norm, but really, the code does absolute value even for
// L2 error norm (it uses a square root formula for L1 norm).
- float diff = texture(image0_tex, image_pos).x - texture(image1_tex, image_pos + flow_du).x;
+ float diff = texture(image_tex, vec3(image_pos, image0_layer)).x - texture(image_tex, vec3(image_pos + flow_du, image1_layer)).x;
+ diff -= mean_diff;
float weight = 1.0 / max(abs(diff), 2.0 / 255.0);
flow_contribution = vec3(flow_du.x * weight, flow_du.y * weight, weight);
}