#version 450 core layout(std430) buffer; layout(set=0, binding=0) writeonly uniform image2D uOutput; layout(set=0, binding=1) uniform sampler2D uInput; layout(set=0, binding=2) uniform sampler2D uSlope; layout(set = 0, binding = 3) uniform reluBuffer{ ivec4 imgSize; float slope; }uPreluParam; layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in; void main() { ivec3 pos = ivec3(gl_GlobalInvocationID); ivec3 imgSize = uPreluParam.imgSize.xyz; int oz = pos.z % imgSize.z; int ob = pos.z / imgSize.z; if(pos.x < imgSize.x && pos.y < imgSize.y) { ivec2 imgPos = ivec2(pos.x + oz * uPreluParam.imgSize.x, pos.y + ob * uPreluParam.imgSize.y); vec4 slope = texelFetch(uSlope, ivec2(oz, 0), 0); vec4 dataIn = texelFetch(uInput, imgPos, 0); vec4 dataTemp = dataIn * slope; bvec4 lessZero = bvec4(lessThan(dataIn, vec4(0.0))); imageStore(uOutput, imgPos, mix(dataIn, dataTemp, lessZero)); } }