| #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 = 3) uniform sampler samp; |
| |
| |
| layout(set = 0, binding = 4) uniform texture2D tex2D_srcs[8]; |
| layout(set = 0, binding = 5) uniform sampler2D samplers[3]; |
| |
| 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); |
| uint ii = tgt_coords.x % 8; |
| fragColor = textureBlockMatchSSDQCOM( |
| samplers[0], // target texture |
| tgt_coords, // target coords |
| sampler2D(tex2D_srcs[ii], samp), // reference texture |
| ref_coords, // reference coords |
| blockSize); // block size |
| |
| fragColor = textureBlockMatchSADQCOM( |
| sampler2D(tex2D_srcs[1], samp), // target texture |
| tgt_coords, // target coords |
| samplers[1], // reference texture |
| ref_coords, // reference coords |
| blockSize); // block size |
| |
| } |
| |