X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=futatabi%2Fmotion_search.vert;fp=futatabi%2Fmotion_search.vert;h=d0232767fbcef03434d18ad532ffbc0e0bbf870d;hb=6e116a6bbeb2c047a3bfb084395ec601ce211e6c;hp=0000000000000000000000000000000000000000;hpb=ce2e0615420b706e1ff2405fffcedfba37a9adac;p=nageru diff --git a/futatabi/motion_search.vert b/futatabi/motion_search.vert new file mode 100644 index 0000000..d023276 --- /dev/null +++ b/futatabi/motion_search.vert @@ -0,0 +1,47 @@ +#version 450 core +#extension GL_ARB_shader_viewport_layer_array : require + +layout(location=0) in vec2 position; +out vec3 flow_tc; +out vec2 patch_center; +flat out int ref_layer, search_layer; + +uniform sampler2DArray flow_tex; +uniform vec2 out_flow_size; + +void main() +{ + // Patch placement: We want the outermost patches to have centers exactly in the + // image corners, so that the bottom-left patch has centre (0,0) and the + // upper-right patch has center (1,1). The position we get in is _almost_ there; + // since the quad's corners are in (0,0) and (1,1), the fragment shader will get + // centers in x=0.5/w, x=1.5/w and so on (and similar for y). + // + // In other words, find some f(x) = ax + b so that + // + // a 0.5 / w + b = 0 + // a (1.0 - 0.5 / w) + b = 1 + // + // which gives + // + // a = 1 / (w - 1) + // b = w / 2 (w - 1) + 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: + // + // 2.000 0.000 0.000 -1.000 + // 0.000 2.000 0.000 -1.000 + // 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 = 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; +}