--- /dev/null
+#version 450 core
+
+layout(location=0) in vec2 position;
+out vec2 image_pos;
+flat out vec2 flow, I_0_check_offset, I_1_check_offset;
+
+uniform vec2 splat_size; // In 0..1 coordinates.
+uniform vec2 inv_flow_size;
+uniform float alpha;
+uniform sampler2DArray flow_tex; // 0 = forward flow, 1 = backward flow.
+
+void main()
+{
+ int instance = gl_InstanceID;
+ int num_pixels_per_layer = textureSize(flow_tex, 0).x * textureSize(flow_tex, 0).y;
+ int src_layer;
+ if (instance >= num_pixels_per_layer) {
+ instance -= num_pixels_per_layer;
+ src_layer = 1;
+ } else {
+ src_layer = 0;
+ }
+ int x = instance % textureSize(flow_tex, 0).x;
+ int y = instance / textureSize(flow_tex, 0).x;
+
+ // Find out where to splat this to.
+ vec2 full_flow = texelFetch(flow_tex, ivec3(x, y, src_layer), 0).xy;
+ float splat_alpha;
+ if (src_layer == 1) { // Reverse flow.
+ full_flow = -full_flow;
+ splat_alpha = 1.0f - alpha;
+ } else {
+ splat_alpha = alpha;
+ }
+ full_flow *= inv_flow_size;
+
+ vec2 patch_center = (ivec2(x, y) + 0.5) * inv_flow_size + full_flow * splat_alpha;
+ image_pos = patch_center + splat_size * (position - 0.5);
+
+ flow = full_flow;
+ I_0_check_offset = full_flow * -alpha;
+ I_1_check_offset = full_flow * (1.0f - alpha);
+
+ // The result of glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0) is:
+ //
+ // 2.000 0.000 0.000 -1.000
+ // 0.000 2.000 0.000 -1.000
+ // 0.000 0.000 -2.000 -1.000
+ // 0.000 0.000 0.000 1.000
+ gl_Position = vec4(2.0 * image_pos.x - 1.0, 2.0 * image_pos.y - 1.0, -1.0, 1.0);
+}