#version 450 core #define PRECISION ${PRECISION} #define VEC4_T ${texel_type(DTYPE)} layout(std430) buffer; #include "indexing_utils.h" ${layout_declare_tensor(0, "w", "t_out", DTYPE, STORAGE)} ${layout_declare_ubo(1, "ivec4", "in_sizes")} ${layout_declare_ubo(2, "ivec4", "out_sizes")} ${layout_declare_ubo(3, "int", "stride", "float", "offset")} layout(local_size_x_id = 0, local_size_y_id = 1, local_size_z_id = 2) in; layout(constant_id = 3) const int packed_dim = C_DIM; void main() { const ivec3 pos = ivec3(gl_GlobalInvocationID); const ivec4 idx = to_tensor_idx(pos, out_sizes, packed_dim); if (pos_out_of_bounds(pos, out_sizes, packed_dim)) { return; } int width = in_sizes.x; VEC4_T outtex; if (pos.x == 0) { float value = (pos.y % width + offset) * stride; outtex = VEC4_T(value, 0, 0, 0); } else if (pos.x == 1) { float value = (pos.y / width + offset) * stride; outtex = VEC4_T(value, 0, 0, 0); } imageStore(t_out, pos, outtex); }