llama.cpp/vulkan-shaders/square.comp

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#version 450
#include "types.comp"
#include "generic_unary_head.comp"
void main() {
if (gl_GlobalInvocationID.x >= p.ne) {
return;
}
const FLOAT_TYPE val = FLOAT_TYPE(data_a[src0_idx(gl_GlobalInvocationID.x)]);
data_d[p.d_offset + dst_idx(gl_GlobalInvocationID.x)] = D_TYPE(val * val);
}