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

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#version 450 core
layout(std430) uniform;
layout(set=0, binding=0) uniform lowp usampler3D uInput;
layout(std430, set=0, binding=1) writeonly buffer destBuffer{
uint data[];
} uOutBuffer;
layout(set=0, binding=2) uniform constBuffer{
int width;
int height;
int channel;
int batch;
} uConstant;
layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
void main()
{
ivec3 pos = ivec3(gl_GlobalInvocationID);
int channelC4 = (uConstant.channel + 3) / 4;
int batchIndex = pos.z / channelC4;
int zDiv4 = pos.z % channelC4;
int lastZ = uConstant.channel / 4;
int cIndex = uConstant.channel % 4;
if (pos.x < uConstant.width && pos.y < uConstant.height)
{
uvec4 color = uvec4(texelFetch(uInput, pos, 0));
int z = zDiv4*4;
int basicOffset = 0
+ z
+ uConstant.width*uConstant.channel*pos.y
+ uConstant.height*batchIndex*uConstant.channel*uConstant.width
+ uConstant.channel*pos.x;
if(zDiv4 == lastZ)
{
if(cIndex == 1)
{
uOutBuffer.data[basicOffset+0] = color.r;
}
else if(cIndex == 2)
{
uOutBuffer.data[basicOffset+0] = color.r;
uOutBuffer.data[basicOffset+1] = color.g;
}
else
{
uOutBuffer.data[basicOffset+0] = color.r;
uOutBuffer.data[basicOffset+1] = color.g;
uOutBuffer.data[basicOffset+2] = color.b;
}
}
else
{
uOutBuffer.data[basicOffset+0] = color.r;
uOutBuffer.data[basicOffset+1] = color.g;
uOutBuffer.data[basicOffset+2] = color.b;
uOutBuffer.data[basicOffset+3] = color.a;
}
}
}