source/backend/opengl/glsl/resizeNearest.glsl (24 lines of code) (raw):

layout(FORMAT, binding=0) writeonly uniform PRECISION image3D uOutput; layout(location=1) uniform mediump sampler3D uInput; layout(location=2) uniform ivec4 inImgSize; layout(location=3) uniform ivec4 outImgSize; layout(location=4) uniform vec2 scale; layout (local_size_x = XLOCAL, local_size_y = YLOCAL, local_size_z = ZLOCAL) in; void main() { ivec3 pos = ivec3(gl_GlobalInvocationID); // input output layout is NC4HW4 ivec3 inputImgSize = inImgSize.xyz; ivec3 outputImgSize = outImgSize.xyz; if(pos.x < outputImgSize.x && pos.y < outputImgSize.y) { float srcX = float(pos.x) * scale.x; int x1 = int(floor(srcX)); int x11 = clamp(x1, 0, inputImgSize.x - 1); float srcY = float(pos.y) * scale.y; int y1 = int(floor(srcY)); int y11 = clamp(y1, 0, inputImgSize.y - 1); vec4 outValue = texelFetch(uInput, ivec3(x11, y11, pos.z), 0); imageStore(uOutput, pos, outValue); } }