public static void _M_euclidian_distance(Index2 size, ArrayView2D <float> output, Index2 position) { var x = size.X; var y = size.Y; output[x, y] = GPUMath.Sqrt(GPUMath.Pow(x - position.X, 2) + GPUMath.Pow(y - position.Y, 2)); }
public static void _M_Pow(Index2 size, ArrayView2D <float> m, int p) { var x = size.X; var y = size.Y; m[x, y] = GPUMath.Pow(m[x, y], p); }
public static void kernel_V_Pow(Index pos, ArrayView <float> output, ArrayView <float> arr, float exp) { int x = pos.X; output[x] = GPUMath.Pow(arr[x], exp); }
public static void _V_euclidian_distance(Index size, ArrayView <float> output, Index position) { var x = size.X; output[x] = GPUMath.Sqrt(GPUMath.Pow(x - position.X, 2)); }
public static void _V_Pow(Index size, ArrayView <float> output, ArrayView <float> v, int p) { var x = size.X; output[x] = GPUMath.Pow(v[x], p); }