2 #extension GL_QCOM_image_processing : require
6 // fragment shader inputs and outputs
7 layout (location = 0) in vec4 v_texcoord;
9 layout (location = 0) out vec4 fragColor;
11 // fragment shader resources
12 layout(set = 0, binding = 3) uniform sampler samp;
15 layout(set = 0, binding = 4) uniform texture2D tex2D_srcs[8];
16 layout(set = 0, binding = 5) uniform sampler2D samplers[3];
21 uvec2 tgt_coords; tgt_coords.x = uint(v_texcoord.x); tgt_coords.x = uint(v_texcoord.y);
22 uvec2 ref_coords; ref_coords.x = uint(v_texcoord.z); ref_coords.y = uint(v_texcoord.w);
23 uvec2 blockSize = uvec2(4, 4);
24 uint ii = tgt_coords.x % 8;
25 fragColor = textureBlockMatchSSDQCOM(
26 samplers[0], // target texture
27 tgt_coords, // target coords
28 sampler2D(tex2D_srcs[ii], samp), // reference texture
29 ref_coords, // reference coords
30 blockSize); // block size
32 fragColor = textureBlockMatchSADQCOM(
33 sampler2D(tex2D_srcs[1], samp), // target texture
34 tgt_coords, // target coords
35 samplers[1], // reference texture
36 ref_coords, // reference coords
37 blockSize); // block size