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

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layout(set=0, binding=0) writeonly buffer destBuffer{
FLOAT data[];
} uOutput;
layout(set=0, binding=1) readonly buffer sourceBuffer0{
int data[];
} uSelect;
layout(set=0, binding=2) readonly buffer sourceBuffer1{
FLOAT data[];
} uInput0;
layout(set=0, binding=3) readonly buffer sourceBuffer2{
FLOAT data[];
} uInput1;
layout(set = 0, binding = 4) uniform constBuffer {
ivec4 size;
} uConst;
layout(local_size_x = 256, local_size_y = 1, local_size_z = 1) in;
void main() {
int i = int(gl_GlobalInvocationID.x);
if(i < uConst.size.w) {
if (uSelect.data[i] > 0) {
if (uConst.size.y == 1) {
uOutput.data[i] = uInput0.data[0];
} else {
uOutput.data[i] = uInput0.data[i];
}
} else {
if (uConst.size.z == 1) {
uOutput.data[i] = uInput1.data[0];
} else {
uOutput.data[i] = uInput1.data[i];
}
}
}
}