diff options
Diffstat (limited to 'workspaces/main/shaders/cnn/cnn_conv3x3.wgsl')
| -rw-r--r-- | workspaces/main/shaders/cnn/cnn_conv3x3.wgsl | 137 |
1 files changed, 116 insertions, 21 deletions
diff --git a/workspaces/main/shaders/cnn/cnn_conv3x3.wgsl b/workspaces/main/shaders/cnn/cnn_conv3x3.wgsl index 168c9e2..96ddf5b 100644 --- a/workspaces/main/shaders/cnn/cnn_conv3x3.wgsl +++ b/workspaces/main/shaders/cnn/cnn_conv3x3.wgsl @@ -1,53 +1,148 @@ // 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; + // 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; + + // Normalize UV to [-1,1] + let uv_norm = (uv - 0.5) * 2.0; + + var sum = vec4<f32>(0.0); + + 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 sample = textureSample(tex, samp, uv + offset); - sum += weights[idx] * sample; - 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 } -fn cnn_conv3x3_with_coord( +// Inner layers: 7→4 channels (RGBD output) +// Assumes 'tex' and 'original' are already normalized to [-1,1] +// 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( 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> + original: vec4<f32>, + weights: array<array<f32, 8>, 36> ) -> vec4<f32> { let step = 1.0 / resolution; - var sum = bias; - sum += coord_weights * uv; + // Compute grayscale from original (already in [-1,1]) + let gray = 0.2126*original.r + 0.7152*original.g + 0.0722*original.b; + + // Normalize UV to [-1,1] + let uv_norm = (uv - 0.5) * 2.0; + + var sum = vec4<f32>(0.0); + + 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 rgbd = textureSample(tex, samp, uv + offset); // Already in [-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; // Output in [-1,1] range +} + +// Final layer: 7→1 channel (scalar output) +// Assumes 'tex' and 'original' are already normalized to [-1,1] +// UV coordinates remain in [0,1] and are normalized internally +// weights: array<array<f32, 8>, 9> (9 positions, each with 7 weights + bias) +fn cnn_conv3x3_7to1( + tex: texture_2d<f32>, + samp: sampler, + uv: vec2<f32>, + resolution: vec2<f32>, + original: vec4<f32>, + weights: array<array<f32, 8>, 9> +) -> f32 { + let step = 1.0 / resolution; + + // Compute grayscale from original (already in [-1,1]) + let gray = 0.2126*original.r + 0.7152*original.g + 0.0722*original.b; + + // Normalize UV to [-1,1] + let uv_norm = (uv - 0.5) * 2.0; - var idx = 0; + var sum = 0.0; + + 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); // Already in [-1,1] + + // 7-channel input all in [-1,1] + sum += weights[pos][0] * rgbd.r; + sum += weights[pos][1] * rgbd.g; + sum += weights[pos][2] * rgbd.b; + sum += weights[pos][3] * rgbd.a; + sum += weights[pos][4] * uv_norm.x; + sum += weights[pos][5] * uv_norm.y; + sum += weights[pos][6] * gray; + sum += weights[pos][7]; // Bias + + pos++; } } - return sum; + return sum; // Output in [-1,1] } |
