out vec2 flow_tc;
out vec2 patch_bottom_left_texel; // Center of bottom-left texel of patch.
-uniform float inv_flow_width, inv_flow_height;
-uniform float inv_image_width, inv_image_height;
+uniform vec2 inv_flow_size, inv_image_size;
void main()
{
gl_Position = vec4(2.0 * position.x - 1.0, 2.0 * position.y - 1.0, -1.0, 1.0);
flow_tc = position;
- vec2 patch_bottom_left = position - vec2(0.5, 0.5) * vec2(inv_flow_width, inv_flow_height);
- patch_bottom_left_texel = patch_bottom_left + vec2(0.5, 0.5) * vec2(inv_image_width, inv_image_height);
+ vec2 patch_bottom_left = position - vec2(0.5, 0.5) * inv_flow_size;
+ patch_bottom_left_texel = patch_bottom_left + vec2(0.5, 0.5) * inv_image_size;
}