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-rw-r--r--examples/06_GPU_opticalflow/06_GPU_opticalflow.pd169
-rw-r--r--examples/06_GPU_opticalflow/of.frag47
2 files changed, 216 insertions, 0 deletions
diff --git a/examples/06_GPU_opticalflow/06_GPU_opticalflow.pd b/examples/06_GPU_opticalflow/06_GPU_opticalflow.pd
new file mode 100644
index 0000000..c607683
--- /dev/null
+++ b/examples/06_GPU_opticalflow/06_GPU_opticalflow.pd
@@ -0,0 +1,169 @@
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diff --git a/examples/06_GPU_opticalflow/of.frag b/examples/06_GPU_opticalflow/of.frag
new file mode 100644
index 0000000..af7d99e
--- /dev/null
+++ b/examples/06_GPU_opticalflow/of.frag
@@ -0,0 +1,47 @@
+#extension GL_ARB_texture_rectangle : enable
+
+uniform sampler2DRect currentFrame, previousFrame;
+uniform float lambda;
+uniform vec2 scale;
+
+vec2 offset = vec2(1.,1.);
+vec2 texcoord0 = gl_TexCoord[0].st;
+vec2 texcoord1 = gl_TexCoord[1].st;
+
+void main()
+{
+ vec4 a = texture2DRect(currentFrame, texcoord0);
+ vec4 b = texture2DRect(previousFrame , texcoord1);
+ vec2 x1 = vec2(offset.x,0.);
+ vec2 y1 = vec2(0.,offset.y);
+
+ //get the difference
+ vec4 curdif = b-a;
+
+ //calculate the gradient
+ vec4 gradx = texture2DRect(previousFrame, texcoord1+x1)-texture2DRect(previousFrame, texcoord1-x1);
+ gradx += texture2DRect(currentFrame, texcoord0+x1)-texture2DRect(currentFrame, texcoord0-x1);
+ vec4 grady = texture2DRect(previousFrame, texcoord1+y1)-texture2DRect(previousFrame, texcoord1-y1);
+ grady += texture2DRect(currentFrame, texcoord0+y1)-texture2DRect(currentFrame, texcoord0-y1);
+ vec4 gradmag = sqrt((gradx*gradx)+(grady*grady)+vec4(lambda));
+
+ if ( gradmag.r == 0. ) {
+ gl_FragColor = vec4(0.5,0.5,0.5,1);
+ return;
+ }
+
+ vec4 vx = curdif*(gradx/gradmag);
+ float vxd = vx.r;//assumes greyscale
+ //format output for flowrepos, out(-x,+x,-y,+y)
+ //~ vec2 xout = vec2(max(vxd,0.),abs(min(vxd,0.)))*scale.x;
+ float xout = ((vxd/2.)*scale.x+0.5);
+
+ vec4 vy = curdif*(grady/gradmag);
+ float vyd = vy.r;//assumes greyscale
+ //format output for flowrepos, out(-x,+x,-y,+y)
+ //~ vec2 yout = vec2(max(vyd,0.),abs(min(vyd,0.)))*scale.y;
+ float yout = ((vyd/2.)*scale.y+0.5);
+
+ //~ gl_FragColor = vec4(xout.xy,yout.xy);
+ gl_FragColor = vec4(xout,yout,0.5,1.);
+}