*/
const uint patch_size = 12;
-const uint num_iterations = 16;
+const uint num_iterations = 8;
in vec2 flow_tc;
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.