*/
const uint patch_size = 12;
-const uint num_iterations = 16;
+const uint num_iterations = 8;
in vec2 flow_tc;
-in vec2 patch_bottom_left_texel; // Center of bottom-left texel of patch.
+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()
{
- // Lock patch_bottom_left_texel to an integer, so that we never get
- // any bilinear artifacts for the gradient.
- vec2 base = (round(patch_bottom_left_texel * image_size - vec2(0.5, 0.5)) + vec2(0.5, 0.5))
+ 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.
+ vec2 base = (round(patch_center * image_size) - (0.5f * patch_size - 0.5f))
* inv_image_size;
// First, precompute the pseudo-Hessian for the template patch.
// sum(S^T * (x - y)) = [what we calculated] - (µ1 - µ2) sum(S^T)
//
// so we can just subtract away the mean difference here.
- mean_diff = (warped_sum - template_sum) * (1.0 / (patch_size * patch_size));
+ mean_diff = (warped_sum - template_sum) * (1.0 / float(patch_size * patch_size));
du -= grad_sum * mean_diff;
if (i == 0) {