1#version 450 2#extension GL_QCOM_image_processing : require 3 4precision highp float; 5 6// fragment shader inputs and outputs 7layout (location = 0) in vec4 v_texcoord; 8 9layout (location = 0) out vec4 fragColor; 10 11// fragment shader resources 12layout(set = 0, binding = 0) uniform texture2DArray tex2DArray_weights; 13layout(set = 0, binding = 1) uniform texture2D tex2D_src1; 14layout(set = 0, binding = 2) uniform texture2D tex2D_src2; 15layout(set = 0, binding = 3) uniform sampler samp; 16layout(set = 0, binding = 4) uniform sampler2D target_samp; 17layout(set = 0, binding = 5) uniform sampler2D ref_samp; 18 19void main() 20{ 21 22 uvec2 tgt_coords; tgt_coords.x = uint(v_texcoord.x); tgt_coords.x = uint(v_texcoord.y); 23 uvec2 ref_coords; ref_coords.x = uint(v_texcoord.z); ref_coords.y = uint(v_texcoord.w); 24 uvec2 blockSize = uvec2(4, 4); 25 fragColor = textureBlockMatchSSDQCOM( 26 sampler2D(tex2D_src1, samp), // target texture 27 tgt_coords, // target coords 28 sampler2D(tex2D_src2, samp), // reference texture 29 ref_coords, // reference coords 30 blockSize); // block size 31 fragColor = textureBlockMatchSSDQCOM( 32 target_samp, // target texture 33 tgt_coords, // target coords 34 ref_samp, // reference texture 35 ref_coords, // reference coords 36 blockSize); // block size 37} 38 39