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-rw-r--r--cnn_v1/shaders/cnn_conv5x5.wgsl101
1 files changed, 101 insertions, 0 deletions
diff --git a/cnn_v1/shaders/cnn_conv5x5.wgsl b/cnn_v1/shaders/cnn_conv5x5.wgsl
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+++ b/cnn_v1/shaders/cnn_conv5x5.wgsl
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+// 5×5 variant for 7→4 channels (vec4-optimized)
+// Assumes 'tex' is already normalized to [-1,1]
+// UV coordinates remain in [0,1] and are normalized internally
+// weights: array<vec4<f32>, 200> (25 pos × 4 ch × 2 vec4)
+fn cnn_conv5x5_7to4(
+ tex: texture_2d<f32>,
+ samp: sampler,
+ uv: vec2<f32>,
+ resolution: vec2<f32>,
+ gray: f32,
+ weights: array<vec4<f32>, 200>
+) -> vec4<f32> {
+ let step = 1.0 / resolution;
+ let uv_norm = (uv - 0.5) * 2.0;
+ let in1 = vec4<f32>(uv_norm, gray, 1.0);
+
+ var sum = vec4<f32>(0.0);
+ var pos = 0;
+
+ for (var dy = -2; dy <= 2; dy++) {
+ for (var dx = -2; dx <= 2; dx++) {
+ let offset = vec2<f32>(f32(dx), f32(dy)) * step;
+ let rgbd = textureSample(tex, samp, uv + offset);
+
+ sum.r += dot(weights[pos+0], rgbd) + dot(weights[pos+1], in1);
+ sum.g += dot(weights[pos+2], rgbd) + dot(weights[pos+3], in1);
+ sum.b += dot(weights[pos+4], rgbd) + dot(weights[pos+5], in1);
+ sum.a += dot(weights[pos+6], rgbd) + dot(weights[pos+7], in1);
+ pos += 8;
+ }
+ }
+
+ return sum;
+}
+
+// 5×5 variant for 7→1 channel (vec4-optimized)
+// Assumes 'tex' is already normalized to [-1,1]
+// UV coordinates remain in [0,1] and are normalized internally
+// weights: array<vec4<f32>, 50> (25 pos × 2 vec4)
+fn cnn_conv5x5_7to1(
+ tex: texture_2d<f32>,
+ samp: sampler,
+ uv: vec2<f32>,
+ resolution: vec2<f32>,
+ gray: f32,
+ weights: array<vec4<f32>, 50>
+) -> f32 {
+ let step = 1.0 / resolution;
+ let uv_norm = (uv - 0.5) * 2.0;
+ let in1 = vec4<f32>(uv_norm, gray, 1.0);
+
+ var sum = 0.0;
+ var pos = 0;
+
+ for (var dy = -2; dy <= 2; dy++) {
+ for (var dx = -2; dx <= 2; dx++) {
+ let offset = vec2<f32>(f32(dx), f32(dy)) * step;
+ let rgbd = textureSample(tex, samp, uv + offset);
+
+ sum += dot(weights[pos], rgbd) + dot(weights[pos+1], in1);
+ pos += 2;
+ }
+ }
+
+ return sum;
+}
+
+// Source layer: 7→4 channels (vec4-optimized)
+// Normalizes [0,1] input to [-1,1] internally
+fn cnn_conv5x5_7to4_src(
+ tex: texture_2d<f32>,
+ samp: sampler,
+ uv: vec2<f32>,
+ resolution: vec2<f32>,
+ weights: array<vec4<f32>, 200>
+) -> vec4<f32> {
+ let step = 1.0 / resolution;
+
+ let original = (textureSample(tex, samp, uv) - 0.5) * 2.0;
+ let gray = dot(original.rgb, vec3<f32>(0.2126, 0.7152, 0.0722));
+ let uv_norm = (uv - 0.5) * 2.0;
+ let in1 = vec4<f32>(uv_norm, gray, 1.0);
+
+ var sum = vec4<f32>(0.0);
+ var pos = 0;
+
+ for (var dy = -2; dy <= 2; dy++) {
+ for (var dx = -2; dx <= 2; dx++) {
+ let offset = vec2<f32>(f32(dx), f32(dy)) * step;
+ let rgbd = (textureSample(tex, samp, uv + offset) - 0.5) * 2.0;
+
+ sum.r += dot(weights[pos+0], rgbd) + dot(weights[pos+1], in1);
+ sum.g += dot(weights[pos+2], rgbd) + dot(weights[pos+3], in1);
+ sum.b += dot(weights[pos+4], rgbd) + dot(weights[pos+5], in1);
+ sum.a += dot(weights[pos+6], rgbd) + dot(weights[pos+7], in1);
+ pos += 8;
+ }
+ }
+
+ return sum;
+}