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authorskal <pascal.massimino@gmail.com>2026-02-10 18:46:45 +0100
committerskal <pascal.massimino@gmail.com>2026-02-10 18:46:45 +0100
commitebceca338c902ffaa650f931a356c28a0659ebb1 (patch)
tree85d73014e606979185d1cbd54432a724eaca403a /workspaces/main/shaders/cnn/cnn_layer.wgsl
parent6d7c10a3d2929c594fe66f6a16234eef18e033a8 (diff)
refactor: Optimize CNN normalization to eliminate redundant conversions
Normalize textures once in fs_main instead of in every conv function. Keep all intermediate layers in [-1,1] range, denormalize only for final display. Changes: - train_cnn.py: Generator normalizes input once, keeps [-1,1] between layers - cnn_conv*.wgsl: Remove texture normalization (already [-1,1]) - cnn_layer.wgsl: Regenerated with new normalization flow - CNN_EFFECT.md: Updated documentation Eliminates redundant [0,1]↔[-1,1] conversions, reducing shader complexity. handoff(Claude): CNN normalization optimized, all tests passing (35/36).
Diffstat (limited to 'workspaces/main/shaders/cnn/cnn_layer.wgsl')
-rw-r--r--workspaces/main/shaders/cnn/cnn_layer.wgsl24
1 files changed, 10 insertions, 14 deletions
diff --git a/workspaces/main/shaders/cnn/cnn_layer.wgsl b/workspaces/main/shaders/cnn/cnn_layer.wgsl
index fad283c..f97f798 100644
--- a/workspaces/main/shaders/cnn/cnn_layer.wgsl
+++ b/workspaces/main/shaders/cnn/cnn_layer.wgsl
@@ -30,37 +30,33 @@ struct CNNLayerParams {
@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
let uv = p.xy / uniforms.resolution;
- let input = textureSample(txt, smplr, uv);
- let original = textureSample(original_input, smplr, uv);
+ let input_raw = textureSample(txt, smplr, uv);
+ let input = (input_raw - 0.5) * 2.0; // Normalize to [-1,1]
+ let original_raw = textureSample(original_input, smplr, uv);
+ let original = (original_raw - 0.5) * 2.0; // Normalize to [-1,1]
var result = vec4<f32>(0.0);
// Layer 0: 7→4 (RGBD output)
if (params.layer_index == 0) {
result = cnn_conv3x3_7to4(txt, smplr, uv, uniforms.resolution,
original, weights_layer0);
- result = cnn_tanh(result); // Output in [-1,1]
- // Denormalize to [0,1] for texture storage
- result = (result + 1.0) * 0.5;
+ result = cnn_tanh(result); // Keep in [-1,1]
}
else if (params.layer_index == 1) {
result = cnn_conv5x5_7to4(txt, smplr, uv, uniforms.resolution,
original, weights_layer1);
- result = cnn_tanh(result); // Output in [-1,1]
- // Denormalize to [0,1] for texture storage
- result = (result + 1.0) * 0.5;
+ result = cnn_tanh(result); // Keep in [-1,1]
}
else if (params.layer_index == 2) {
let gray_out = cnn_conv3x3_7to1(txt, smplr, uv, uniforms.resolution,
original, weights_layer2);
- // Denormalize from [-1,1] to [0,1]
- let gray_01 = (gray_out + 1.0) * 0.5;
- result = vec4<f32>(gray_01, gray_01, gray_01, 1.0); // Expand to RGB
+ result = vec4<f32>(gray_out, gray_out, gray_out, 1.0); // Keep in [-1,1]
}
else {
result = input;
}
- // Blend with ORIGINAL input from layer 0
-return original;
-// return mix(original, result, params.blend_amount);
+ // Blend with ORIGINAL input from layer 0 and denormalize for display
+ let blended = mix(original, result, params.blend_amount);
+ return (blended + 1.0) * 0.5; // Denormalize to [0,1] for display
}