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| author | skal <pascal.massimino@gmail.com> | 2026-02-15 18:52:48 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-15 18:52:48 +0100 |
| commit | d4b67e2f6ab48ab9ec658140be4f1999f604559a (patch) | |
| tree | 2502b0dc89748f7cfe674d3c177bd1528ce1c231 /cnn_v1/shaders/cnn_layer.wgsl | |
| parent | 161a59fa50bb92e3664c389fa03b95aefe349b3f (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_layer.wgsl')
| -rw-r--r-- | cnn_v1/shaders/cnn_layer.wgsl | 55 |
1 files changed, 55 insertions, 0 deletions
diff --git a/cnn_v1/shaders/cnn_layer.wgsl b/cnn_v1/shaders/cnn_layer.wgsl new file mode 100644 index 0000000..cbd1686 --- /dev/null +++ b/cnn_v1/shaders/cnn_layer.wgsl @@ -0,0 +1,55 @@ +// CNN layer shader - uses modular convolution snippets +// Supports multi-pass rendering with residual connections +// DO NOT EDIT - Generated by train_cnn.py + +@group(0) @binding(0) var smplr: sampler; +@group(0) @binding(1) var txt: texture_2d<f32>; + +#include "common_uniforms" +#include "cnn_activation" +#include "cnn_conv3x3" +#include "cnn_conv5x5" +#include "cnn_weights_generated" + +struct CNNLayerParams { + layer_index: i32, + blend_amount: f32, + _pad: vec2<f32>, +}; + +@group(0) @binding(2) var<uniform> uniforms: CommonUniforms; +@group(0) @binding(3) var<uniform> params: CNNLayerParams; +@group(0) @binding(4) var original_input: texture_2d<f32>; + +@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> { + var pos = array<vec2<f32>, 3>( + vec2<f32>(-1.0, -1.0), vec2<f32>(3.0, -1.0), vec2<f32>(-1.0, 3.0) + ); + return vec4<f32>(pos[i], 0.0, 1.0); +} + +@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> { + // Match PyTorch linspace + let uv = (p.xy - 0.5) / (uniforms.resolution - 1.0); + let original_raw = textureSample(original_input, smplr, uv); + let original = (original_raw - 0.5) * 2.0; // Normalize to [-1,1] + let gray = (dot(original_raw.rgb, vec3<f32>(0.2126, 0.7152, 0.0722)) - 0.5) * 2.0; + var result = vec4<f32>(0.0); + + // Layer 0: 7→4 (RGBD output, normalizes [0,1] input) + if (params.layer_index == 0) { + result = cnn_conv5x5_7to4_src(txt, smplr, uv, uniforms.resolution, weights_layer0); + result = cnn_tanh(result); + } + else if (params.layer_index == 1) { + result = cnn_conv3x3_7to4(txt, smplr, uv, uniforms.resolution, gray, weights_layer1); + result = cnn_tanh(result); // Keep in [-1,1] + } + else if (params.layer_index == 2) { + let sum = cnn_conv3x3_7to1(txt, smplr, uv, uniforms.resolution, gray, weights_layer2); + let gray_out = 1.0 / (1.0 + exp(-sum)); // Sigmoid activation + result = vec4<f32>(gray_out, gray_out, gray_out, 1.0); + return mix(original_raw, result, params.blend_amount); // [0,1] + } + return result; // [-1,1] +} |
