mirror of
https://github.com/KhronosGroup/glslang
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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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precision highp float;
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// fragment shader inputs and outputs
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layout (location = 0) in vec4 v_texcoord;
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layout (location = 0) out vec4 fragColor;
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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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void main()
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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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