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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);
// }
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