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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) uniform sampler2D uInput;
layout(set=0, binding=1) writeonly uniform image2D uOutput;
layout(set = 0, binding = 2) uniform reluBuffer{
ivec4 inImgSize;
ivec4 outImgSize;
vec4 scale;
}uResizeParam;
layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
void main()
{
ivec3 pos = ivec3(gl_GlobalInvocationID);
// input output layout is NC4HW4
ivec3 inputImgSize = uResizeParam.inImgSize.xyz;
ivec3 outputImgSize = uResizeParam.outImgSize.xyz;
if(pos.x < outputImgSize.x && pos.y < outputImgSize.y)
{
float srcX = float(pos.x) * uResizeParam.scale.x + uResizeParam.scale.y;
int x1 = int(floor(srcX));
int x11 = clamp(x1, 0, inputImgSize.x - 1);
int x12 = clamp(x1 + 1, 0, inputImgSize.x - 1);
vec4 factorX = vec4(srcX - float(x1));
float srcY = float(pos.y) * uResizeParam.scale.z + uResizeParam.scale.w;
int y1 = int(floor(srcY));
int y11 = clamp(y1, 0, inputImgSize.y - 1);
int y12 = clamp(y1 + 1, 0, inputImgSize.y - 1);
vec4 factorY = vec4(srcY - float(y1));
int sz = pos.z % inputImgSize.z;
int sb = pos.z / inputImgSize.z;
vec4 res1 = texelFetch(uInput, ivec2(x11+sz*inputImgSize.x, y12+sb*inputImgSize.y), 0);
vec4 res2 = texelFetch(uInput, ivec2(x12+sz*inputImgSize.x, y12+sb*inputImgSize.y), 0);
vec4 res3 = texelFetch(uInput, ivec2(x11+sz*inputImgSize.x, y11+sb*inputImgSize.y), 0);
vec4 res4 = texelFetch(uInput, ivec2(x12+sz*inputImgSize.x, y11+sb*inputImgSize.y), 0);
vec4 res11 = (vec4(1.0) - factorX) * res1 + factorX * res2;
vec4 res12 = (vec4(1.0) - factorX) * res3 + factorX * res4;
imageStore(uOutput, ivec2(pos.x+sz*outputImgSize.x, pos.y+sb*outputImgSize.y), factorY * res11 + (vec4(1.0) - factorY) * res12);
}
}