layout(location=0) in vec2 position;
out vec2 tc, tc_left, tc_down;
+out vec2 equation_tc_assuming_left, equation_tc_assuming_right;
+out float element_x_idx;
out float element_sum_idx;
uniform sampler2D diff_flow_tex, diffusivity_tex;
+uniform usampler2D equation_red_tex;
void main()
{
tc_left = vec2(tc.x - 0.5f / textureSize(diffusivity_tex, 0).x, tc.y);
tc_down = vec2(tc.x, tc.y - 0.5f / textureSize(diffusivity_tex, 0).y);
- vec2 element_idx = position * textureSize(diff_flow_tex, 0) - 0.5;
+ // The equation textures have half the horizontal width, so we need to adjust the texel centers.
+ // It becomes extra tricky since the SOR texture might be of odd size, and then
+ // the equation texture is not exactly half the size.
+ vec2 element_idx = position * textureSize(diff_flow_tex, 0) - 0.5f;
+ float equation_texel_number_assuming_left = element_idx.x / 2.0f;
+ float equation_texel_number_assuming_right = (element_idx.x - 1.0f) / 2.0f;
+ equation_tc_assuming_left.x = (equation_texel_number_assuming_left + 0.5f) / textureSize(equation_red_tex, 0).x;
+ equation_tc_assuming_right.x = (equation_texel_number_assuming_right + 0.5f) / textureSize(equation_red_tex, 0).x;
+ equation_tc_assuming_left.y = tc.y;
+ equation_tc_assuming_right.y = tc.y;
+
+ element_x_idx = element_idx.x;
element_sum_idx = element_idx.x + element_idx.y;
}