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path: root/flowy/src/motion/enc-old.wgsl
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struct Params {
    block_size: vec2<i32>,
    offsets_stride: u32,
    search_radius: i32,
    skip_threshold: f32,
}

struct BlockOffset {
    score: f32,
    offset: vec2<i32>,
    tint: vec3<f32>,
}

@group(0) @binding(0) var<uniform> params: Params;
@group(0) @binding(1) var<storage, read_write> offsets: array<BlockOffset>;
@group(0) @binding(2) var next: texture_2d<f32>;
@group(0) @binding(3) var prev: 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;

    let _f = search_offset(uv);
    let best_err = _f.error;
    let best_offset = _f.offset;

    var best_tint = vec3(0.);

    var average_pcol = vec3(0.);
    var average_ncol = vec3(0.);
    for (var x = 0; x < params.block_size.x; x++) {
    for (var y = 0; y < params.block_size.y; y++) {
        let base = uv+vec2(x,y);
        average_pcol += textureLoad(prev, base+best_offset, 0).rgb;
        average_ncol += textureLoad(next, base, 0).rgb;
    }}

    let tint = (average_ncol - average_pcol) / f32(params.block_size.x * params.block_size.y);

    var err = 0.;
    for (var x = 0; x < params.block_size.x; x++) {
    for (var y = 0; y < params.block_size.y; y++) {
        let base = uv+vec2(x,y);
        let pcol = textureLoad(prev, base+best_offset, 0).rgb+tint;
        let ncol = textureLoad(next, base, 0).rgb;
        err += distance(pcol, ncol);
    }}
    if err < best_err {
        best_tint = tint;
    }

    offsets[global_id.x + global_id.y * params.offsets_stride] = BlockOffset(best_err, best_offset, best_tint);
}

struct SearchRes {offset: vec2<i32>, error: f32}

fn search_offset(uv: vec2<i32>) -> SearchRes {
    var best_err = 100000000.;
    var best_offset = vec2(0);
    // TODO: better ordering
    for (var ox = -params.search_radius; ox <= params.search_radius; ox++) {
    for (var oy = -params.search_radius; oy <= params.search_radius; oy++) {
        let offset = vec2(ox,oy);

        var err = 0.;
        for (var x = 0; x < params.block_size.x; x++) {
        for (var y = 0; y < params.block_size.y; y++) {
            let base = uv+vec2(x,y);
            let pcol = textureLoad(prev, base+offset, 0).rgb;
            let ncol = textureLoad(next, base, 0).rgb;
            err += distance(pcol, ncol);
        }}
        
        if err < best_err {
            best_err = err;
            best_offset = offset;
            if err < params.skip_threshold {
                return SearchRes(offset, err);
            }
        }
    }}
    return SearchRes(best_offset,best_err);
}

// fn colormap_vec(v: vec2<f32>) -> vec3<f32> {
//     return vec3(v.y, v.x - 0.5 * v.y, -v.x - 0.5 * v.y);
// }