| #version 450 |
| #extension GL_ARM_tensors : require |
| #extension GL_EXT_shader_explicit_arithmetic_types : require |
| |
| layout(location = 0) out vec4 outColor; |
| |
| layout(set=0, binding=0) uniform tensorARM<uint8_t, 3> tens; |
| |
| void main() { |
| const uint size_d1 = tensorSizeARM(tens, 1); |
| const uint size_d2 = tensorSizeARM(tens, 2); |
| const uint coord_x = uint(gl_FragCoord.x) % size_d1; |
| const uint coord_y = uint(gl_FragCoord.y) % size_d2; |
| |
| uint8_t tensorValue = uint8_t(0); |
| tensorReadARM(tens, uint[](coord_y, coord_x, 1), tensorValue); |
| outColor = vec4(0.0, tensorValue, 0.0, 255.0); |
| } |