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-rw-r--r--flowy/src/motion/enc.wgsl49
1 files changed, 49 insertions, 0 deletions
diff --git a/flowy/src/motion/enc.wgsl b/flowy/src/motion/enc.wgsl
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+++ b/flowy/src/motion/enc.wgsl
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+
+struct Params {
+ block_size: vec2<i32>,
+ output_stride: i32
+}
+
+struct BlockOffset {
+ score: f32,
+ offset: vec2<i32>,
+}
+
+@group(0) @binding(0) var<uniform> params: Params;
+@group(0) @binding(1) var<storage, read_write> output: BlockOffset;
+@group(0) @binding(2) var prev: texture_2d<f32>;
+@group(0) @binding(3) var next: texture_2d<f32>;
+
+@compute @workgroup_size(1) fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
+ let uv = vec2<i32>(global_id.xy) * params.block_size;
+
+ // output[global_id.x + global_id.y * params.output_stride] = BlockOffset(0., uv);
+
+ // let orig = textureLoad(texa, uv, 0);
+
+ // var best_sim = 1000.;
+ // var best_coord = vec2(0,0);
+ // for (var x = -SDIST; x <= SDIST; x++) {
+ // for (var y = -SDIST; y <= SDIST; y++) {
+ // let ov = uv + vec2(x,y);
+ // let samp = textureLoad(texb, ov, 0);
+ // let d = distance(samp.rgb, orig.rgb)
+ // + distance(sampnn.rgb, orignn.rgb)
+ // + distance(sampnp.rgb, orignp.rgb)
+ // + distance(samppn.rgb, origpn.rgb)
+ // + distance(samppp.rgb, origpp.rgb);
+ // if d < best_sim {
+ // best_sim = d;
+ // best_coord = vec2(x,y);
+ // }
+ // }}
+
+ // let col = vec4(colormap_vec(vec2<f32>(best_coord) / f32(SDIST)), 1.);
+
+ // textureStore(output, global_id.xy, col);
+}
+
+// fn colormap_vec(v: vec2<f32>) -> vec3<f32> {
+// return vec3(v.y, v.x - 0.5 * v.y, -v.x - 0.5 * v.y);
+// }
+