#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 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); }