#version 450 #include "rte.glsl" #include "types.glsl" #include "generic_unary_head.glsl" layout(local_size_x = 512, local_size_y = 1, local_size_z = 1) in; void main() { const uint idx = get_idx(); if (idx >= p.ne) { return; } const uint i13 = fastdiv(idx, p.ne1_012mp, p.ne1_012L); const uint i13_offset = i13 * p.ne12*p.ne11*p.ne10; const uint i12 = fastdiv(idx - i13_offset, p.ne1_01mp, p.ne1_01L); const uint i12_offset = i12*p.ne11*p.ne10; const uint i11 = fastdiv(idx - i13_offset - i12_offset, p.ne1_0mp, p.ne1_0L); const uint i10 = idx - i13_offset - i12_offset - i11*p.ne10; if (i10 == i11) { const float val = float(data_a[get_aoffset() + i13*p.nb03 + i12*p.nb02 + 0*p.nb01 + i10*p.nb00]); data_d[get_doffset() + dst_idx(idx)] = D_TYPE(val); } else { data_d[get_doffset() + dst_idx(idx)] = D_TYPE(0); } }