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

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#version 450 core
layout(std430) buffer;
layout(std430) uniform;
layout(set=0, binding=0, rgba8ui) writeonly restrict mediump uniform uimage3D uOutput;
layout(set=0, binding=1) readonly buffer destBuffer{
uvec4 data[];
} uInBuffer;
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);
if (pos.x < uConstant.width && pos.y < uConstant.height)
{
int basicOffset = 0
+ pos.z*uConstant.width*uConstant.height
+ uConstant.width*pos.y
+ pos.x;
imageStore(uOutput, pos, uInBuffer.data[basicOffset]);
}
}