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

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#version 440 core
layout(std430) buffer;
#ifdef INT
layout(set=0, binding=0) uniform isampler2D uInput;
layout(set=0, binding=1) writeonly buffer destBuffer{
ivec4 data[];
} uOutBuffer;
#else
layout(set=0, binding=0) uniform sampler2D uInput;
layout(set=0, binding=1) writeonly buffer destBuffer{
vec4 data[];
} uOutBuffer;
#endif
layout(set=0, binding=2) uniform constBuffer{
ivec4 size; // w, h, c, n
ivec4 stride;
} uConstant;
layout(set=0, binding=3) uniform offsetBuffer {
ivec4 offset; // Offset x, y, 0, 0
ivec4 size;//w, h, 0, w*h
} uOffset;
layout (local_size_x = 256, local_size_y = 1, local_size_z = 1) in;
void main()
{
int posX = ivec3(gl_GlobalInvocationID).x;
if (posX < uOffset.size.w)
{
ivec2 pos;
pos.x = posX % uOffset.size.x;
pos.y = posX / uOffset.size.x;
#ifdef INT
ivec4 color = texelFetch(uInput, pos, 0);
#else
vec4 color = texelFetch(uInput, pos, 0);
#endif
ivec2 spos = pos + uOffset.offset.xy;
int n = spos.y / uConstant.size.y;
int h = spos.y % uConstant.size.y;
int c = spos.x / uConstant.size.x;
int w = spos.x % uConstant.size.x;
int basicOffset = 0
+ n * uConstant.size.x * uConstant.size.y
+ c * uConstant.size.x * uConstant.size.y * uConstant.size.w
+ h * uConstant.size.x
+ w;
uOutBuffer.data[basicOffset] = color;
}
}