/* eslint-disable */ /** * @file 公共方法-尾部, 方法1: 获取输出坐标 * @author yangmingming */ export default ` vec2 _2d_shape_texture_out = vec2(float(width_texture_out), float(height_texture_out)); ivec4 getOutputTensorPos() { // 获取原始长度 vec2 outCoord = vCoord.xy * _2d_shape_texture_out; int x = int(outCoord.x / float(channel_out)); int c = int(mod(outCoord.x, float(channel_out))); int y = int(mod(outCoord.y, float(height_shape_out))); int b = int(outCoord.y / float(height_shape_out)); return ivec4(b, c, y, x); } ivec4 getOutputTensorPosLimit() { // 获取原始长度 vec2 outCoord = vCoord.xy * _2d_shape_texture_out; float offsetY = floor(outCoord.y / float(height_shape_out)); int x = int(outCoord.x / float(channel_out)); if (mod(offsetY, 2.0) > 0.0) { x += int(ceil(float(width_shape_out) / 2.0)); } int y = int(mod(outCoord.y, float(height_shape_out))); int c = int(mod(outCoord.x, float(channel_out))); int b = int(outCoord.y / float(2 * height_shape_out)); return ivec4(b, c, y, x); } ivec4 getOutputPackedTensorPos() { // 获取原始长度 vec2 outCoord = vCoord.xy * _2d_shape_texture_out; int height = height_shape_out + offset_y_out; int x = int(outCoord.x); int c = int(outCoord.y / float(height / 2)); int y = int(mod(outCoord.y, float(height / 2))); int b = 0; return ivec4(b, c, y, x); } `;