mirror of https://github.com/alibaba/MNN.git
27 lines
863 B
GLSL
27 lines
863 B
GLSL
layout(FORMAT, binding=0) readonly uniform PRECISION image3D uImage;
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layout(binding=1) writeonly buffer destBuffer{
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float data[];
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} uOutBuffer;
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layout(location = 2) uniform int uWidth;
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layout(location = 3) uniform int uHeight;
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layout(location = 4) uniform int uChannel;
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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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if (pos.x < uWidth && pos.y < uHeight)
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{
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vec4 color = imageLoad(uImage, pos);
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int z = pos.z*4;
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uOutBuffer.data[pos.y*uWidth*uChannel+pos.x*uChannel+(z+0)] = color.r;
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uOutBuffer.data[pos.y*uWidth*uChannel+pos.x*uChannel+(z+1)] = color.g;
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uOutBuffer.data[pos.y*uWidth*uChannel+pos.x*uChannel+(z+2)] = color.b;
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uOutBuffer.data[pos.y*uWidth*uChannel+pos.x*uChannel+(z+3)] = color.a;
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}
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}
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