/* 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 getValueFromTensorPosLimit_TENSOR_NAME(int r, int g, int b, int a) { float halfW = ceil(float(width_shape_TENSOR_NAME) / 2.0); int x = int(mod(float(a), halfW)); int offsetY = 0; if (a > x) { offsetY = height_shape_TENSOR_NAME; } vec4 pixels = TEXTURE2D(texture_TENSOR_NAME, vec2( (float(x * channel_TENSOR_NAME + g) + 0.5) / float(width_texture_TENSOR_NAME), (float(r * 2 * height_shape_TENSOR_NAME + b + offsetY) + 0.5) / float(height_texture_TENSOR_NAME) ) ); return pixels.r; } `;