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authorskal <pascal.massimino@gmail.com>2026-02-10 19:24:17 +0100
committerskal <pascal.massimino@gmail.com>2026-02-10 19:24:17 +0100
commit3153b55135788c8a7691929f913a2c9b96a44154 (patch)
treeb090cdf3dc15a8d9ea747fcafc5268dc0062931f /workspaces/main/shaders/cnn/cnn_conv3x3.wgsl
parentdfe33c099d36dad6d2a62ff583e7354df0a73cca (diff)
udpate CNN shader code.
Diffstat (limited to 'workspaces/main/shaders/cnn/cnn_conv3x3.wgsl')
-rw-r--r--workspaces/main/shaders/cnn/cnn_conv3x3.wgsl67
1 files changed, 33 insertions, 34 deletions
diff --git a/workspaces/main/shaders/cnn/cnn_conv3x3.wgsl b/workspaces/main/shaders/cnn/cnn_conv3x3.wgsl
index b895504..ebb87b5 100644
--- a/workspaces/main/shaders/cnn/cnn_conv3x3.wgsl
+++ b/workspaces/main/shaders/cnn/cnn_conv3x3.wgsl
@@ -1,55 +1,54 @@
// 3x3 convolution with weight indexing
-// Samples 9 pixels, applies mat4 weights per sample
-fn cnn_conv3x3(
+// Source layers: 7→4 channels (RGBD output)
+// Assumes 'tex' (the input) is *not* normalized to [-1,1], but is [0,1]
+// UV coordinates remain in [0,1] and are normalized internally
+// weights: array<array<f32, 8>, 36> (9 positions × 4 channels, each with 7 weights + bias)
+fn cnn_conv3x3_7to4_src(
tex: texture_2d<f32>,
samp: sampler,
uv: vec2<f32>,
resolution: vec2<f32>,
- weights: array<mat4x4<f32>, 9>,
- bias: vec4<f32>
+ weights: array<array<f32, 8>, 36>
) -> vec4<f32> {
let step = 1.0 / resolution;
- var sum = bias;
- var idx = 0;
-
- for (var dy = -1; dy <= 1; dy++) {
- for (var dx = -1; dx <= 1; dx++) {
- let offset = vec2<f32>(f32(dx), f32(dy)) * step;
- let sample = textureSample(tex, samp, uv + offset);
- sum += weights[idx] * sample;
- idx++;
- }
- }
- return sum;
-}
+ // Compute grayscale from original (converted in [-1,1])
+ let original = (textureSample(tex, samp, uv) - 0.5) * 2.0;
+ let gray = 0.2126*original.r + 0.7152*original.g + 0.0722*original.b;
-fn cnn_conv3x3_with_coord(
- tex: texture_2d<f32>,
- samp: sampler,
- uv: vec2<f32>,
- resolution: vec2<f32>,
- rgba_weights: array<mat4x4<f32>, 9>,
- coord_weights: mat2x4<f32>,
- bias: vec4<f32>
-) -> vec4<f32> {
- let step = 1.0 / resolution;
- var sum = bias;
+ // Normalize UV to [-1,1]
+ let uv_norm = (uv - 0.5) * 2.0;
- sum += coord_weights * uv;
+ var sum = vec4<f32>(0.0);
- var idx = 0;
+ var pos = 0;
for (var dy = -1; dy <= 1; dy++) {
for (var dx = -1; dx <= 1; dx++) {
let offset = vec2<f32>(f32(dx), f32(dy)) * step;
- let rgba = textureSample(tex, samp, uv + offset);
- sum += rgba_weights[idx] * rgba;
- idx++;
+ let rgbd = (textureSample(tex, samp, uv + offset) - .5) * 2.0; // convert to [-1,1]
+
+ // 7-channel input: [R,G,B,D, uv.x, uv.y, gray] all in [-1,1]
+ let inputs = array<f32, 7>(
+ rgbd.r, rgbd.g, rgbd.b, rgbd.a,
+ uv_norm.x, uv_norm.y, gray
+ );
+
+ // Accumulate for each output channel (RGBD)
+ for (var out_c = 0; out_c < 4; out_c++) {
+ let idx = pos * 4 + out_c;
+ var channel_sum = weights[idx][7]; // Bias (8th element)
+ for (var in_c = 0; in_c < 7; in_c++) {
+ channel_sum += weights[idx][in_c] * inputs[in_c];
+ }
+ sum[out_c] += channel_sum;
+ }
+
+ pos++;
}
}
- return sum;
+ return sum; // Output in [-1,1] range
}
// Inner layers: 7→4 channels (RGBD output)