float smooth_r = texture(smoothness_x_tex, tc).x;
float smooth_d = textureOffset(smoothness_y_tex, tc, ivec2( 0, -1)).x;
float smooth_u = texture(smoothness_y_tex, tc).x;
- b -= smooth_l * textureOffset(diff_flow_tex, tc, ivec2(-1, 0)).xy;
- b -= smooth_r * textureOffset(diff_flow_tex, tc, ivec2( 1, 0)).xy;
- b -= smooth_d * textureOffset(diff_flow_tex, tc, ivec2( 0, -1)).xy;
- b -= smooth_u * textureOffset(diff_flow_tex, tc, ivec2( 0, 1)).xy;
+ b += smooth_l * textureOffset(diff_flow_tex, tc, ivec2(-1, 0)).xy;
+ b += smooth_r * textureOffset(diff_flow_tex, tc, ivec2( 1, 0)).xy;
+ b += smooth_d * textureOffset(diff_flow_tex, tc, ivec2( 0, -1)).xy;
+ b += smooth_u * textureOffset(diff_flow_tex, tc, ivec2( 0, 1)).xy;
const float omega = 1.6;
diff_flow = texture(diff_flow_tex, tc).xy;