flat in vec2 flow, I_0_check_offset, I_1_check_offset;
out vec2 out_flow;
-uniform sampler2D image0_tex, image1_tex;
+uniform sampler2DArray image_tex;
void main()
{
// TODO: Check if we are sampling out-of-image.
// TODO: See whether using intensity values gives equally good results
// as RGB, since the rest of our pipeline is intensity.
- vec3 I_0 = texture(image0_tex, image_pos + I_0_check_offset).rgb;
- vec3 I_1 = texture(image1_tex, image_pos + I_1_check_offset).rgb;
+ vec3 I_0 = texture(image_tex, vec3(image_pos + I_0_check_offset, 0)).rgb;
+ vec3 I_1 = texture(image_tex, vec3(image_pos + I_1_check_offset, 1)).rgb;
vec3 diff = abs(I_1 - I_0);
gl_FragDepth = 0.125 * (diff.x + diff.y + diff.z); // Make sure we stay well under the 1.0 maximum.
}