this.userCode = "\n const vec3 effectiveInputOverOutputRatioRC = vec3(\n " + effectiveInSize[0] / effectiveOutSize[0] + ",\n " + effectiveInSize[1] / effectiveOutSize[1] + ",\n " + effectiveInSize[1] / effectiveOutSize[1] + ");\n const vec3 inputShapeRC = vec3(" + oldHeight + ".0, " + oldWidth + ".0,\n " + oldWidth + ".0);\n\n float getAValue(int b, int r, int c, int d) {\n return getChannel(getA(b, r, c, d), vec2(c, d));\n }\n\n void main() {\n ivec4 coords = getOutputCoords();\n int b = coords[0];\n int d = coords[3];\n // Calculate values for next column in yRC.z.\n ivec3 yRC = coords.yzz + ivec3(0, 0, 1);\n\n // Fractional source index.\n vec3 sourceFracIndexRC = vec3(yRC) * effectiveInputOverOutputRatioRC;\n\n // Compute the four integer indices.\n ivec3 sourceFloorRC = ivec3(sourceFracIndexRC);\n ivec3 sourceCeilRC = ivec3(\n min(inputShapeRC - 1.0, ceil(sourceFracIndexRC)));\n\n // Should we calculate next column and row elements in 2x2 packed cell.\n bool hasNextCol = d < " + (depth - 1) + ";\n bool hasNextRow = coords.z < " + (newWidth - 1) + ";\n\n // In parallel, construct four corners for all four components in\n // packed 2x2 cell.\n vec4 topLeft = vec4(\n getAValue(b, sourceFloorRC.x, sourceFloorRC.y, d),\n hasNextCol ? getAValue(b, sourceFloorRC.x, sourceFloorRC.y, d + 1)\n : 0.0,\n hasNextRow ? getAValue(b, sourceFloorRC.x, sourceFloorRC.z, d)\n : 0.0,\n (hasNextRow && hasNextCol) ?\n getAValue(b, sourceFloorRC.x, sourceFloorRC.z, d + 1) : 0.0);\n\n vec4 bottomLeft = vec4(\n getAValue(b, sourceCeilRC.x, sourceFloorRC.y, d),\n hasNextCol ? getAValue(b, sourceCeilRC.x, sourceFloorRC.y, d + 1)\n : 0.0,\n hasNextRow ? getAValue(b, sourceCeilRC.x, sourceFloorRC.z, d)\n : 0.0,\n (hasNextRow && hasNextCol) ?\n getAValue(b, sourceCeilRC.x, sourceFloorRC.z, d + 1) : 0.0);\n\n vec4 topRight = vec4(\n getAValue(b, sourceFloorRC.x, sourceCeilRC.y, d),\n hasNextCol ? getAValue(b, sourceFloorRC.x, sourceCeilRC.y, d + 1)\n : 0.0,\n hasNextRow ? getAValue(b, sourceFloorRC.x, sourceCeilRC.z, d)\n : 0.0,\n (hasNextRow && hasNextCol) ?\n getAValue(b, sourceFloorRC.x, sourceCeilRC.z, d + 1) : 0.0);\n\n vec4 bottomRight = vec4(\n getAValue(b, sourceCeilRC.x, sourceCeilRC.y, d),\n hasNextCol ? getAValue(b, sourceCeilRC.x, sourceCeilRC.y, d + 1)\n : 0.0,\n hasNextRow ? getAValue(b, sourceCeilRC.x, sourceCeilRC.z, d)\n : 0.0,\n (hasNextRow && hasNextCol) ?\n getAValue(b, sourceCeilRC.x, sourceCeilRC.z, d + 1) : 0.0);\n\n vec3 fracRC = sourceFracIndexRC - vec3(sourceFloorRC);\n\n vec4 top = mix(topLeft, topRight, fracRC.yyzz);\n vec4 bottom = mix(bottomLeft, bottomRight, fracRC.yyzz);\n vec4 newValue = mix(top, bottom, fracRC.x);\n\n setOutput(newValue);\n }\n ";
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