#version 450 #include "common.comp" layout(local_size_x = 1) in; layout(binding = 0) buffer restrict readonly tensorIn { float in_[]; }; layout(binding = 1) buffer restrict writeonly tensorOut { float out_[]; }; layout(push_constant) uniform PushConstants { uint inOff; uint outOff; } pcs; void main() { const uint baseIndex = gl_WorkGroupID.x * 4; for (uint x = 0; x < 4; x++) { const uint i = baseIndex + x; out_[i + pcs.outOff] = max(0.0, in_[i + pcs.inOff]); } }