out vec2 flow_tc;
out vec2 patch_center;
-uniform vec2 flow_size;
+uniform sampler2D flow_tex;
void main()
{
//
// a = 1 / (w - 1)
// b = w / 2 (w - 1)
+ vec2 flow_size = textureSize(flow_tex, 0);
vec2 a = flow_size / (flow_size - 1);
vec2 b = -1.0 / (2 * (flow_size - 1.0));
patch_center = a * position + b;