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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 reluBuffer{
ivec4 imgSize;
vec4 slope;
}uReluParam;
layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
void main()
{
ivec3 pos = ivec3(gl_GlobalInvocationID);
ivec3 imgSize = uReluParam.imgSize.xyz;
if(pos.x < imgSize.x && pos.y < imgSize.y)
{
vec4 dataIn = texelFetch(uInput, pos.xy, 0);
bvec4 lessZero = bvec4(lessThan(dataIn, vec4(0.0)));
vec4 dataTemp = dataIn * uReluParam.slope;
imageStore(uOutput, pos.xy, mix(dataIn, dataTemp, lessZero));
}
}