--- /dev/null
+#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 sampler2DArray image_tex;
+
+void main()
+{
+ // Equation (3) from the paper. We're using additive blending, so the
+ // sum will happen automatically for us, and normalization happens on
+ // next read.
+ //
+ // 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(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);
+}