#[compute] #version 450 #define FLT_MAX 3.402823466e+38 #define FLT_MIN 1.175494351e-38 layout(set = 0, binding = 0) uniform sampler2D tile_max; layout(set = 0, binding = 1) uniform sampler2D tile_max_map; layout(rgba16f, set = 0, binding = 2) uniform writeonly image2D neighbor_max; layout(push_constant, std430) uniform Params { float nan5; float nan6; float nan7; float nan8; int nan1; int nan2; int nan3; int nan4; } params; layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in; void main() { ivec2 render_size = ivec2(textureSize(tile_max, 0)); ivec2 uvi = ivec2(gl_GlobalInvocationID.xy); if ((uvi.x >= render_size.x) || (uvi.y >= render_size.y)) { return; } vec2 uvn = (vec2(uvi) + vec2(0.5)) / render_size; vec2 best_sample_uv = vec2(uvn); float max_neighbor_velocity_length = -1; for(int i = -1; i < 2; i++) { for(int j = -1; j < 2; j++) { vec2 current_offset = vec2(1) / vec2(render_size) * vec2(i, j); vec2 current_uv = uvn + current_offset; if(current_uv.x < 0 || current_uv.x > 1 || current_uv.y < 0 || current_uv.y > 1) { continue; } vec2 velocity_map_sample = textureLod(tile_max_map, current_uv, 0.0).xy; vec4 velocity_sample = textureLod(tile_max, velocity_map_sample, 0.0); float current_velocity_length = dot(velocity_sample.xy, velocity_sample.xy); if(current_velocity_length > max_neighbor_velocity_length) { max_neighbor_velocity_length = current_velocity_length; best_sample_uv = velocity_map_sample; } } } imageStore(neighbor_max, uvi, vec4(best_sample_uv, 0, 1)); }