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

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#version 440 core
layout(std140) buffer;
layout(set=0, binding=0) writeonly uniform image2D uOutput;
layout(set=0, binding=1) uniform sampler2D uInput;
layout(set = 0, binding = 2) readonly buffer scaleBuffer{
vec4 data[];
}uScale;
layout(set = 0, binding = 3) readonly buffer biasBuffer{
vec4 data[];
}uBias;
layout(set = 0, binding = 4) uniform constBuffer{
ivec4 imgSize;
}uConst;
layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
void main()
{
ivec3 pos = ivec3(gl_GlobalInvocationID);
ivec3 imgSize = uConst.imgSize.xyz;
if(all(lessThan(pos.xy, imgSize.xy)))
{
int channelIndex = pos.z % uConst.imgSize.z;
int batchIndex = pos.z / uConst.imgSize.z;
vec4 scale = uScale.data[channelIndex];
vec4 bias = uBias.data[channelIndex];
ivec2 imgPos = ivec2(pos.x+channelIndex*uConst.imgSize.x, pos.y+batchIndex*uConst.imgSize.y);
vec4 color = texelFetch(uInput, imgPos, 0);
vec4 res = color * scale + bias;
imageStore(uOutput, imgPos, res);
}
}