blob: 832f59d49169d9ce3ce1535f5aee2e02e2233b3f [file] [log] [blame]
#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 = textureBlockMatchSADQCOM(
sampler2D(tex2D_src1, samp), // target texture
tgt_coords, // target coords
sampler2D(tex2D_src2, samp), // reference texture
ref_coords, // reference coords
blockSize); // block size
fragColor = textureBlockMatchSADQCOM(
target_samp, // target texture
tgt_coords, // target coords
ref_samp, // reference texture
ref_coords, // reference coords
blockSize); // block size
}