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