/* eslint-disable */ /** * @file batchnorm主函数 * @author wangqun */ export default ` // start函数 void main(void) { // 输出数据 ivec4 oPos = getOutputTensorPos(); float o = getValueFromTensorPos_origin(oPos.r, oPos.g, oPos.b, oPos.a); // 归一化数据 vec4 scale = getPixelsFromTexturePos_texture_scale(vec2((float(int(oPos.g)) + 0.5) / float(width_texture_scale), 0.0)); float x = (o - scale[3]) / sqrt(scale[2] + epsilon); float res = scale[0] * x + scale[1]; setOutput(res); } `;