Attempt to implement faster comparison algorithm

This commit is contained in:
Joscha 2017-04-28 20:37:44 +00:00
parent 6cfb8d93a2
commit a04e58c7ca
3 changed files with 98 additions and 13 deletions

View file

@ -1,13 +1,48 @@
// Compute the pixelwise diff between two textures.
// Computes the diff for each color chanel separately (r, g, b).
// Compute the pixelwise diff between two textures, one row at a time.
// Assumes both images are not transparent.
// Warning: Only works on rows <= ((2**8)**4)/255 = 16843009
// try isampler2D, ivec4 etc.? Probably not
uniform vec2 size;
uniform bool horizontal;
// uniform vec2 offs;
uniform sampler2D base;
uniform sampler2D curr;
void main(void)
{
// calculate total diff of row in either direction
float total = 0.0;
if (horizontal) {
float posy = gl_FragCoord.y/size.y;
for (float x=0.0; x<size.x; x+=1.0) {
vec4 color = texture2D(curr, vec2(x, posy));
vec4 basecolor = texture2D(base, vec2(x, 1.0-posy));
color.rgb = abs(color.rgb - basecolor.rgb);
total = total + color.r + color.g + color.b;
}
} else {
float posx = gl_FragCoord.x/size.x;
for (float y=0.0; y<size.y; y+=1.0) {
vec4 color = texture2D(curr, vec2(posx, y));
vec4 basecolor = texture2D(base, vec2(posx, 1.0-y));
color.rgb = abs(color.rgb - basecolor.rgb);
total = total + color.r + color.g + color.b;
}
}
// encode to rgba channels in current pixel
vec4 color;
color.r = mod(total, 256.0/255.0); total = (total - color.r) / (256.0/255.0);
color.g = mod(total, 256.0/255.0); total = (total - color.g) / (256.0/255.0);
color.b = mod(total, 256.0/255.0); total = (total - color.b) / (256.0/255.0);
color.a = mod(total, 256.0/255.0);
gl_FragColor = color;
}
/*
void main(void)
{
vec2 pos = gl_FragCoord.xy/size;
@ -17,3 +52,4 @@ void main(void)
color.rgb = abs(color.rgb - basecolor.rgb);
gl_FragColor = color;
}
*/