mirror of https://github.com/alibaba/MNN.git
25 lines
757 B
GLSL
25 lines
757 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(binding=2) readonly buffer slope{
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vec4 data[];
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} uSlope;
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layout(location=3) uniform ivec4 imgSize;
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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 imgSize = imgSize.xyz;
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if(pos.x < imgSize.x && pos.y < imgSize.y && pos.z < imgSize.z)
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{
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vec4 slope = uSlope.data[pos.z];
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vec4 dataIn = texelFetch(uInput, pos, 0);
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vec4 dataTemp = dataIn * slope;
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bvec4 lessZero = bvec4(lessThan(dataIn, vec4(0.0)));
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imageStore(uOutput, pos, mix(dataIn, dataTemp, lessZero));
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}
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}
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