mirror of https://github.com/alibaba/MNN.git
35 lines
1002 B
GLSL
35 lines
1002 B
GLSL
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layout(FORMAT, binding=0) writeonly uniform PRECISION image3D uOutput;
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layout(location=1) uniform mediump sampler3D uInput0;
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layout(location=2) uniform mediump sampler3D uInput1;
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layout(location=3) uniform ivec4 imgSize;
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layout(location=4) uniform int activationType;
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layout (local_size_x = XLOCAL, local_size_y = YLOCAL, local_size_z = ZLOCAL) in;
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void main()
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{
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ivec3 pos = ivec3(gl_GlobalInvocationID);
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ivec3 inSize = imgSize.xyz;
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if(all(lessThan(pos, inSize)))
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{
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#ifdef ADD
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vec4 sum = texelFetch(uInput0, pos, 0) + texelFetch(uInput1, pos, 0);
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#endif
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#ifdef MUL
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vec4 sum = texelFetch(uInput0, pos, 0) * texelFetch(uInput1, pos, 0);
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#endif
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#ifdef SUB
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vec4 sum = texelFetch(uInput0, pos, 0) - texelFetch(uInput1, pos, 0);
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#endif
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#ifdef REALDIV
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vec4 sum = texelFetch(uInput0, pos, 0) / texelFetch(uInput1, pos, 0);
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#endif
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if(activationType == 1) {
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sum = max(sum, vec4(0));
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}
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imageStore(uOutput, pos, sum);
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}
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}
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