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authorskal <pascal.massimino@gmail.com>2026-02-15 18:52:48 +0100
committerskal <pascal.massimino@gmail.com>2026-02-15 18:52:48 +0100
commitd4b67e2f6ab48ab9ec658140be4f1999f604559a (patch)
tree2502b0dc89748f7cfe674d3c177bd1528ce1c231 /cnn_v1/shaders/cnn_conv7x7.wgsl
parent161a59fa50bb92e3664c389fa03b95aefe349b3f (diff)
archive(cnn): move CNN v1 to cnn_v1/ subdirectory
Consolidate CNN v1 (CNNEffect) into dedicated directory: - C++ effect: src/effects → cnn_v1/src/ - Shaders: workspaces/main/shaders/cnn → cnn_v1/shaders/ - Training: training/train_cnn.py → cnn_v1/training/ - Docs: doc/CNN*.md → cnn_v1/docs/ Updated all references: - CMake source list - C++ includes (relative paths: ../../cnn_v1/src/) - Asset paths (../../cnn_v1/shaders/) - Documentation cross-references CNN v1 remains active in timeline. For new work, use CNN v2 with enhanced features (7D static, storage buffer, sigmoid activation). Tests: 34/34 passing (100%)
Diffstat (limited to 'cnn_v1/shaders/cnn_conv7x7.wgsl')
-rw-r--r--cnn_v1/shaders/cnn_conv7x7.wgsl53
1 files changed, 53 insertions, 0 deletions
diff --git a/cnn_v1/shaders/cnn_conv7x7.wgsl b/cnn_v1/shaders/cnn_conv7x7.wgsl
new file mode 100644
index 0000000..e68d644
--- /dev/null
+++ b/cnn_v1/shaders/cnn_conv7x7.wgsl
@@ -0,0 +1,53 @@
+// 7x7 convolution with 49 samples
+// Applies mat4 weights per sample
+
+fn cnn_conv7x7(
+ tex: texture_2d<f32>,
+ samp: sampler,
+ uv: vec2<f32>,
+ resolution: vec2<f32>,
+ weights: array<mat4x4<f32>, 49>,
+ bias: vec4<f32>
+) -> vec4<f32> {
+ let step = 1.0 / resolution;
+ var sum = bias;
+ var idx = 0;
+
+ for (var dy = -3; dy <= 3; dy++) {
+ for (var dx = -3; dx <= 3; dx++) {
+ let offset = vec2<f32>(f32(dx), f32(dy)) * step;
+ let sample = textureSample(tex, samp, uv + offset);
+ sum += weights[idx] * sample;
+ idx++;
+ }
+ }
+
+ return sum;
+}
+
+fn cnn_conv7x7_with_coord(
+ tex: texture_2d<f32>,
+ samp: sampler,
+ uv: vec2<f32>,
+ resolution: vec2<f32>,
+ rgba_weights: array<mat4x4<f32>, 49>,
+ coord_weights: mat2x4<f32>,
+ bias: vec4<f32>
+) -> vec4<f32> {
+ let step = 1.0 / resolution;
+ var sum = bias;
+
+ sum += coord_weights * uv;
+
+ var idx = 0;
+ for (var dy = -3; dy <= 3; dy++) {
+ for (var dx = -3; dx <= 3; dx++) {
+ let offset = vec2<f32>(f32(dx), f32(dy)) * step;
+ let rgba = textureSample(tex, samp, uv + offset);
+ sum += rgba_weights[idx] * rgba;
+ idx++;
+ }
+ }
+
+ return sum;
+}