/* eslint-disable */ /** * @file 公共方法, 获取[H, W]的总和 * @author yangmingming */ export default ` float getRangeSumFromArrayIndex_TEXTURE_NAME(int start) { float result = 0.0; for (int i = 0; i < (width_shape_TENSOR_NAME * height_shape_TENSOR_NAME); i++) { vec3 pos = getTexturePosFromArrayIndex_TEXTURE_NAME(i + start); result += getValueFromTexturePos_TEXTURE_NAME(pos); } return result; } `;