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

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#version 440 core
layout(std430) buffer;
layout(set = 0, binding = 0) writeonly buffer scaleBuffer{
vec4 data[];
}uOutput;
layout(set = 0, binding = 1) readonly buffer vec4buffer{
float data[];
}uInput;
layout(set = 0, binding = 2) uniform constBuffer{
ivec4 unit;
}uConst;
layout(local_size_x = 256, local_size_y = 1, local_size_z = 1) in;
void main()
{
int pos = int(gl_GlobalInvocationID).x;
int totalUnit = uConst.unit.x;
int selectUnit = uConst.unit.y;
int offsetUnit = uConst.unit.z;
if(pos < uConst.unit.w) {
vec4 color = vec4(0);
int offset = pos * totalUnit + offsetUnit;
if (selectUnit == 4) {
color.x = uInput.data[offset + 0];
color.y = uInput.data[offset + 1];
color.z = uInput.data[offset + 2];
color.w = uInput.data[offset + 3];
} else if (selectUnit == 3) {
color.x = uInput.data[offset + 0];
color.y = uInput.data[offset + 1];
color.z = uInput.data[offset + 2];
} else if (selectUnit == 2) {
color.x = uInput.data[offset + 0];
color.y = uInput.data[offset + 1];
} else if (selectUnit == 1) {
color.x = uInput.data[offset + 0];
}
uOutput.data[pos] = color;
}
}