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2026-07-13 13:33:03 +08:00

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