50 lines
1.8 KiB
Plaintext
50 lines
1.8 KiB
Plaintext
#version 450 core
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layout(std430) buffer;
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layout(set=0, binding=0) uniform sampler2D uInput;
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layout(set=0, binding=1) writeonly uniform image2D uOutput;
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layout(set = 0, binding = 2) uniform reluBuffer{
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ivec4 inImgSize;
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ivec4 outImgSize;
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vec4 scale;
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}uResizeParam;
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layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
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void main()
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{
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ivec3 pos = ivec3(gl_GlobalInvocationID);
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// input output layout is NC4HW4
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ivec3 inputImgSize = uResizeParam.inImgSize.xyz;
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ivec3 outputImgSize = uResizeParam.outImgSize.xyz;
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if(pos.x < outputImgSize.x && pos.y < outputImgSize.y)
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{
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float srcX = float(pos.x) * uResizeParam.scale.x + uResizeParam.scale.y;
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int x1 = int(floor(srcX));
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int x11 = clamp(x1, 0, inputImgSize.x - 1);
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int x12 = clamp(x1 + 1, 0, inputImgSize.x - 1);
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vec4 factorX = vec4(srcX - float(x1));
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float srcY = float(pos.y) * uResizeParam.scale.z + uResizeParam.scale.w;
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int y1 = int(floor(srcY));
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int y11 = clamp(y1, 0, inputImgSize.y - 1);
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int y12 = clamp(y1 + 1, 0, inputImgSize.y - 1);
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vec4 factorY = vec4(srcY - float(y1));
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int sz = pos.z % inputImgSize.z;
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int sb = pos.z / inputImgSize.z;
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vec4 res1 = texelFetch(uInput, ivec2(x11+sz*inputImgSize.x, y12+sb*inputImgSize.y), 0);
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vec4 res2 = texelFetch(uInput, ivec2(x12+sz*inputImgSize.x, y12+sb*inputImgSize.y), 0);
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vec4 res3 = texelFetch(uInput, ivec2(x11+sz*inputImgSize.x, y11+sb*inputImgSize.y), 0);
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vec4 res4 = texelFetch(uInput, ivec2(x12+sz*inputImgSize.x, y11+sb*inputImgSize.y), 0);
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vec4 res11 = (vec4(1.0) - factorX) * res1 + factorX * res2;
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vec4 res12 = (vec4(1.0) - factorX) * res3 + factorX * res4;
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imageStore(uOutput, ivec2(pos.x+sz*outputImgSize.x, pos.y+sb*outputImgSize.y), factorY * res11 + (vec4(1.0) - factorY) * res12);
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}
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}
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