#version 450
// Sigmoid activation compute shader
// Computes: result[i] = 1.0 / (1.0 + exp(-input[i]))
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
layout(set = 0, binding = 0) buffer InputBuffer {
float input_data[];
};
layout(set = 0, binding = 1) buffer OutputBuffer {
float result[];
};
void main() {
uint index = gl_GlobalInvocationID.x;
// Bounds checking
if (index >= input_data.length() || index >= result.length()) {
return;
}
// Perform sigmoid activation entirely on GPU
// Sigmoid(x) = 1 / (1 + e^(-x))
// Use numerically stable implementation to avoid overflow
float x = input_data[index];
if (x >= 0.0) {
float exp_neg_x = exp(-x);
result[index] = 1.0 / (1.0 + exp_neg_x);
} else {
float exp_x = exp(x);
result[index] = exp_x / (1.0 + exp_x);
}
}