]> git.sesse.net Git - nageru/blobdiff - motion_search.frag
Use textureSize() instead of sending in uniforms manually. Same result, less code...
[nageru] / motion_search.frag
index cd251f4f15a7613487aa2d7b5fc23730c3eeded3..05e901c12844cfa3dd38753435c4b8e649fd0144 100644 (file)
@@ -43,10 +43,12 @@ in vec2 patch_center;
 out vec3 out_flow;
 
 uniform sampler2D flow_tex, grad0_tex, image0_tex, image1_tex;
-uniform vec2 image_size, inv_image_size, inv_prev_level_size;
+uniform vec2 inv_image_size, inv_prev_level_size;
 
 void main()
 {
+       vec2 image_size = textureSize(image0_tex, 0);
+
        // Lock the patch center to an integer, so that we never get
        // any bilinear artifacts for the gradient. (NOTE: This assumes an
        // even patch size.) Then calculate the bottom-left texel of the patch.