/* eslint-disable */ /** * @file 公共方法 * @author yangmingming */ export default ` float getValueFromTensorPos_TENSOR_NAME(int r, int g, int b, int a) { vec4 pixels = texture2D(texture_TENSOR_NAME, vec2((float(a * channel_TENSOR_NAME + g) + 0.5) / float(width_texture_TENSOR_NAME), (float(r * height_shape_TENSOR_NAME + b) + 0.5) / float(height_texture_TENSOR_NAME))); return pixels.r; } float getValueFromTensorPos_TENSOR_NAME(ivec4 pos) { float offset = 0.5; float width = float(pos.a * channel_TENSOR_NAME + pos.g) + offset; float height = float(pos.r * height_shape_TENSOR_NAME + pos.b) + offset; vec4 pixels = texture2D(texture_TENSOR_NAME, vec2(width / float(width_texture_TENSOR_NAME), height / float(height_texture_TENSOR_NAME))); return pixels.r; } `;