#version 450 core
+#extension GL_ARB_shader_viewport_layer_array : require
-in vec2 position;
-out vec2 flow_tc;
+layout(location=0) in vec2 position;
+out vec3 flow_tc;
out vec2 patch_center;
+flat out int ref_layer, search_layer;
-uniform vec2 flow_size;
+uniform sampler2DArray flow_tex;
+uniform vec2 out_flow_size;
void main()
{
//
// a = 1 / (w - 1)
// b = w / 2 (w - 1)
- vec2 a = flow_size / (flow_size - 1);
- vec2 b = -1.0 / (2 * (flow_size - 1.0));
+ vec2 a = out_flow_size / (out_flow_size - 1);
+ vec2 b = -1.0 / (2 * (out_flow_size - 1.0));
patch_center = a * position + b;
// The result of glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0) is:
// 0.000 0.000 -2.000 -1.000
// 0.000 0.000 0.000 1.000
gl_Position = vec4(2.0 * position.x - 1.0, 2.0 * position.y - 1.0, -1.0, 1.0);
- flow_tc = position;
+ flow_tc = vec3(position, gl_InstanceID);
+
+ gl_Layer = gl_InstanceID;
+
+ // Forward flow (0) goes from 0 to 1. Backward flow (1) goes from 1 to 0.
+ ref_layer = gl_InstanceID;
+ search_layer = 1 - gl_InstanceID;
}