39 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			39 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 450
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| #extension GL_QCOM_image_processing : require
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| 
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| precision highp float;
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| 
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| // fragment shader inputs and outputs
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| layout (location = 0) in vec4 v_texcoord;
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| 
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| layout (location = 0) out vec4 fragColor;
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| 
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| // fragment shader resources
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| layout(set = 0, binding = 0) uniform texture2DArray tex2DArray_weights;
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| layout(set = 0, binding = 1) uniform texture2D tex2D_src1;
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| layout(set = 0, binding = 2) uniform texture2D tex2D_src2;
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| layout(set = 0, binding = 3) uniform sampler samp;
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| layout(set = 0, binding = 4) uniform sampler2D target_samp;
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| layout(set = 0, binding = 5) uniform sampler2D ref_samp;
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| 
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| void main()
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| {
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| 
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|     uvec2 tgt_coords; tgt_coords.x = uint(v_texcoord.x); tgt_coords.x = uint(v_texcoord.y);
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|     uvec2 ref_coords; ref_coords.x = uint(v_texcoord.z); ref_coords.y = uint(v_texcoord.w);
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|     uvec2 blockSize = uvec2(4, 4);
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|     fragColor = textureBlockMatchSSDQCOM(
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|                     sampler2D(tex2D_src1, samp),                   // target texture
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|                     tgt_coords,                                    // target coords
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|                     sampler2D(tex2D_src2, samp),                   // reference texture
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|                     ref_coords,                                    // reference coords
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|                     blockSize);                                    // block size
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|     fragColor = textureBlockMatchSSDQCOM(
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|                     target_samp,                                   // target texture
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|                     tgt_coords,                                    // target coords
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|                     ref_samp,                                      // reference texture
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|                     ref_coords,                                    // reference coords
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|                     blockSize);                                    // block size
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| }
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| 
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