#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 reluBuffer{ ivec4 imgSize; vec4 slope; }uReluParam; layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in; void main() { ivec3 pos = ivec3(gl_GlobalInvocationID); ivec3 imgSize = uReluParam.imgSize.xyz; if(pos.x < imgSize.x && pos.y < imgSize.y) { vec4 dataIn = texelFetch(uInput, pos.xy, 0); bvec4 lessZero = bvec4(lessThan(dataIn, vec4(0.0))); vec4 dataTemp = dataIn * uReluParam.slope; imageStore(uOutput, pos.xy, mix(dataIn, dataTemp, lessZero)); } }