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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>;
var<private> best_offset: vec2<i32> = vec2(0);
var<private> best_error: f32 = 100000.;
var<private> best_tint: vec3<f32> = vec3(0.);
@compute @workgroup_size(1)fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
let uv = vec2<i32>(global_id.xy) * params.block_size;
test_offset(uv, vec2(0, 0));
do_dist(uv, 32);
do_dist(uv, 16);
do_dist(uv, 10);
do_dist(uv, 8);
do_dist(uv, 6);
do_dist(uv, 3);
do_dist(uv, 4);
do_dist(uv, 2);
do_dist(uv, 1);
apply_tint(uv);
offsets[global_id.x + global_id.y * params.offsets_stride] = BlockOffset(best_error, best_offset, best_tint);
}
fn do_dist(uv: vec2<i32>, n: i32) {
test_offset(uv, vec2(0, n));
test_offset(uv, vec2(n, n));
test_offset(uv, vec2(n, 0));
test_offset(uv, vec2(n, -n));
test_offset(uv, vec2(0, -n));
test_offset(uv, vec2(-n, -n));
test_offset(uv, vec2(-n, 0));
test_offset(uv, vec2(-n, n));
}
fn apply_tint(uv: vec2<i32>) {
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_error {
best_tint = tint;
}
}
fn test_offset(uv: vec2<i32>, offset: vec2<i32>) {
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_error {
best_error = err;
best_offset = offset;
}
}
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