mirror of https://github.com/alibaba/MNN.git
34 lines
1009 B
GLSL
34 lines
1009 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 uInput;
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layout(location=2) uniform ivec4 inImgSize;
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layout(location=3) uniform ivec4 outImgSize;
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layout(location=4) uniform vec2 scale;
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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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// input output layout is NC4HW4
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ivec3 inputImgSize = inImgSize.xyz;
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ivec3 outputImgSize = 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) * scale.x;
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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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float srcY = float(pos.y) * scale.y;
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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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vec4 outValue = texelFetch(uInput, ivec3(x11, y11, pos.z), 0);
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imageStore(uOutput, pos, outValue);
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}
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}
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