--- /dev/null
+#version 450 core
+
+// Warps I_1 according to the flow, then computes the mean and difference to I_0.
+
+in vec3 tc;
+out float I, I_t;
+out vec2 normalized_flow;
+
+uniform sampler2DArray image_tex, flow_tex;
+
+void main()
+{
+ vec3 flow = texture(flow_tex, tc).xyz;
+ flow.xy /= flow.z; // Normalize the sum coming out of the densification.
+
+ float I_0 = texture(image_tex, tc).x;
+ float I_w = texture(image_tex, vec3(tc.xy + flow.xy, 1.0f - tc.z)).x; // NOTE: This is effectively a reverse warp since texture() is a gather operation and flow is conceptually scatter.
+
+ I = 0.5f * (I_0 + I_w);
+ I_t = I_w - I_0;
+ normalized_flow = flow.xy * textureSize(image_tex, 0).xy;
+}