glVertexAttribPointer(texcoord_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
uniform_tex = glGetUniformLocation(sobel_program, "tex");
- uniform_image_size = glGetUniformLocation(sobel_program, "image_size");
uniform_inv_image_size = glGetUniformLocation(sobel_program, "inv_image_size");
}
glBindTextureUnit(0, tex0_view);
glBindSampler(0, nearest_sampler);
glProgramUniform1i(sobel_program, uniform_tex, 0);
- glProgramUniform2f(sobel_program, uniform_image_size, level_width, level_height);
glProgramUniform2f(sobel_program, uniform_inv_image_size, 1.0f / level_width, 1.0f / level_height);
GLuint grad0_fbo; // TODO: cleanup
// Set up an output texture (initially zero).
GLuint dense_flow_tex;
glCreateTextures(GL_TEXTURE_2D, 1, &dense_flow_tex);
- //glTextureStorage2D(dense_flow_tex, 1, GL_RGB16F, level_width, level_height);
- glTextureStorage2D(dense_flow_tex, 1, GL_RGBA32F, level_width, level_height);
+ glTextureStorage2D(dense_flow_tex, 1, GL_RGB16F, level_width, level_height);
// And draw.
densify.exec(tex0_view, tex1_view, flow_out_tex, dense_flow_tex, level_width, level_height, width_patches, height_patches);