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

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#version 450 core
layout(std430) buffer;
layout(set=0, binding=0) writeonly uniform image2D uOutput;
layout(set=0, binding=1) uniform sampler2D uInput;
layout(set=0, binding=2) uniform sampler2D uSlope;
layout(set = 0, binding = 3) uniform reluBuffer{
ivec4 imgSize;
float slope;
}uPreluParam;
layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
void main()
{
ivec3 pos = ivec3(gl_GlobalInvocationID);
ivec3 imgSize = uPreluParam.imgSize.xyz;
int oz = pos.z % imgSize.z;
int ob = pos.z / imgSize.z;
if(pos.x < imgSize.x && pos.y < imgSize.y)
{
ivec2 imgPos = ivec2(pos.x + oz * uPreluParam.imgSize.x, pos.y + ob * uPreluParam.imgSize.y);
vec4 slope = texelFetch(uSlope, ivec2(oz, 0), 0);
vec4 dataIn = texelFetch(uInput, imgPos, 0);
vec4 dataTemp = dataIn * slope;
bvec4 lessZero = bvec4(lessThan(dataIn, vec4(0.0)));
imageStore(uOutput, imgPos, mix(dataIn, dataTemp, lessZero));
}
}