diff options
| author | skal <pascal.massimino@gmail.com> | 2026-03-22 17:47:17 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-03-22 17:47:17 +0100 |
| commit | 9bca6af775b723dd5bb972f6178516708abf58e2 (patch) | |
| tree | c179830be9c238ba20daca5b9ff17c6170d671e7 /cnn_v3/tools/shaders.js | |
| parent | 3573654c3a60b8bd7545f4240273ed767699f1ae (diff) | |
feat(cnn_v3/tools): zoom canvas shows region around clicked texel
Diffstat (limited to 'cnn_v3/tools/shaders.js')
| -rw-r--r-- | cnn_v3/tools/shaders.js | 20 |
1 files changed, 14 insertions, 6 deletions
diff --git a/cnn_v3/tools/shaders.js b/cnn_v3/tools/shaders.js index a1b2929..f178637 100644 --- a/cnn_v3/tools/shaders.js +++ b/cnn_v3/tools/shaders.js @@ -223,32 +223,40 @@ const DISP_SHADER=` }`; // Viz f32: show one channel of rgba16float layer +// Uniform layout: ch(u32) _p(u32) ox(i32) oy(i32) — 16 bytes +// ox/oy = texel offset (top-left of view); 0,0 for full-texture vignettes. const VIZ_F32=` +struct Vu{ch:u32,_p:u32,ox:i32,oy:i32} @group(0) @binding(0) var t:texture_2d<f32>; -@group(0) @binding(1) var<uniform> ch:u32; +@group(0) @binding(1) var<uniform> u:Vu; @vertex fn vs(@builtin(vertex_index) i:u32)->@builtin(position) vec4f{ var p=array<vec2f,6>(vec2f(-1.,-1.),vec2f(1.,-1.),vec2f(-1.,1.),vec2f(-1.,1.),vec2f(1.,-1.),vec2f(1.,1.)); return vec4f(p[i],0.,1.); } @fragment fn fs(@builtin(position) pos:vec4f)->@location(0) vec4f{ - let v=textureLoad(t,vec2i(pos.xy),0); var a=array<f32,4>(v.x,v.y,v.z,v.w); - let x=clamp(a[min(ch,3u)],0.,1.); return vec4f(x,x,x,1.); + let dim=vec2i(textureDimensions(t)); + let tc=clamp(vec2i(i32(pos.x)+u.ox,i32(pos.y)+u.oy),vec2i(0),dim-vec2i(1)); + let v=textureLoad(t,tc,0); var a=array<f32,4>(v.x,v.y,v.z,v.w); + let x=clamp(a[min(u.ch,3u)],0.,1.); return vec4f(x,x,x,1.); }`; // Viz u32: show one f16 channel of rgba32uint layer (8 channels packed) const VIZ_U32=` +struct Vu{ch:u32,_p:u32,ox:i32,oy:i32} @group(0) @binding(0) var t:texture_2d<u32>; -@group(0) @binding(1) var<uniform> ch:u32; +@group(0) @binding(1) var<uniform> u:Vu; @vertex fn vs(@builtin(vertex_index) i:u32)->@builtin(position) vec4f{ var p=array<vec2f,6>(vec2f(-1.,-1.),vec2f(1.,-1.),vec2f(-1.,1.),vec2f(-1.,1.),vec2f(1.,-1.),vec2f(1.,1.)); return vec4f(p[i],0.,1.); } @fragment fn fs(@builtin(position) pos:vec4f)->@location(0) vec4f{ - let t2=textureLoad(t,vec2i(pos.xy),0); + let dim=vec2i(textureDimensions(t)); + let tc=clamp(vec2i(i32(pos.x)+u.ox,i32(pos.y)+u.oy),vec2i(0),dim-vec2i(1)); + let t2=textureLoad(t,tc,0); let a=unpack2x16float(t2.x);let b=unpack2x16float(t2.y); let c=unpack2x16float(t2.z);let d=unpack2x16float(t2.w); var v=array<f32,8>(a.x,a.y,b.x,b.y,c.x,c.y,d.x,d.y); - let x=clamp(v[min(ch,7u)],0.,1.); return vec4f(x,x,x,1.); + let x=clamp(v[min(u.ch,7u)],0.,1.); return vec4f(x,x,x,1.); }`; // Full G-buffer pack: assembles feat_tex0/feat_tex1 from individual G-buffer images. |
