38 lines
892 B
Plaintext
38 lines
892 B
Plaintext
layout(set = 0, binding = 0) writeonly buffer outputBuffer{
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FLOAT4 data[];
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}uOutput;
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layout(set = 0, binding = 1) readonly buffer inputBuffer{
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FLOAT4 data[];
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}uInput;
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layout(set = 0, binding = 2) readonly buffer scaleBuffer{
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FLOAT4 data[];
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}uScale;
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layout(set = 0, binding = 3) readonly buffer biasBuffer{
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FLOAT4 data[];
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}uBias;
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layout(set = 0, binding = 4) uniform constBuffer{
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ivec4 imgSize;
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}uConst;
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layout(local_size_x = 256, local_size_y = 1, local_size_z = 1) in;
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void main()
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{
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int posIndex = int(gl_GlobalInvocationID.x);
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if(posIndex < uConst.imgSize.w)
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{
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int channelIndex = posIndex / uConst.imgSize.x;
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FLOAT4 scale = uScale.data[channelIndex];
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FLOAT4 bias = uBias.data[channelIndex];
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FLOAT4 color = uInput.data[posIndex];
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FLOAT4 res = color * scale + bias;
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uOutput.data[posIndex] = res;
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}
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}
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