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@group(0) @binding(0) var output: texture_storage_2d<bgra8unorm, write>;
@group(0) @binding(1) var texa: texture_2d<f32>;
@group(0) @binding(2) var texb: texture_2d<f32>;
const SDIST: i32 = 4;
const NN: vec2<i32> = vec2(-1,-1);
const NP: vec2<i32> = vec2(-1,1);
const PN: vec2<i32> = vec2(1,-1);
const PP: vec2<i32> = vec2(1,1);
@compute @workgroup_size(1) fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
let uv = vec2<i32>(global_id.xy);
let orig = textureLoad(texa, uv, 0);
let orignn = textureLoad(texa, uv+NN, 0);
let orignp = textureLoad(texa, uv+NP, 0);
let origpn = textureLoad(texa, uv+PN, 0);
let origpp = textureLoad(texa, uv+PP, 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 sampnn = textureLoad(texb, ov+NN, 0);
let sampnp = textureLoad(texb, ov+NP, 0);
let samppn = textureLoad(texb, ov+PN, 0);
let samppp = textureLoad(texb, ov+PP, 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);
}
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