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-rw-r--r--workspaces/main/shaders/cnn/cnn_conv3x3.wgsl46
1 files changed, 17 insertions, 29 deletions
diff --git a/workspaces/main/shaders/cnn/cnn_conv3x3.wgsl b/workspaces/main/shaders/cnn/cnn_conv3x3.wgsl
index 48bb392..f7d11b1 100644
--- a/workspaces/main/shaders/cnn/cnn_conv3x3.wgsl
+++ b/workspaces/main/shaders/cnn/cnn_conv3x3.wgsl
@@ -1,33 +1,26 @@
// 3x3 convolution (vec4-optimized)
-// 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<vec4<f32>, 72> (9 pos × 4 ch × 2 vec4)
-fn cnn_conv3x3_7to4_src(
+// Inner layers: 7→4 channels (vec4-optimized)
+// Assumes 'tex' is already normalized to [-1,1]
+fn cnn_conv3x3_7to4(
tex: texture_2d<f32>,
samp: sampler,
uv: vec2<f32>,
resolution: vec2<f32>,
+ gray: f32,
weights: array<vec4<f32>, 72>
) -> vec4<f32> {
let step = 1.0 / resolution;
-
- // Compute grayscale from original (converted in [-1,1])
- let original = (textureSample(tex, samp, uv) - 0.5) * 2.0;
- let gray = dot(original.rgb, vec3<f32>(0.2126, 0.7152, 0.0722));
-
- // Normalize UV to [-1,1]
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 = -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) - .5) * 2.0;
+ let rgbd = textureSample(tex, samp, uv + offset);
+ let in1 = vec4<f32>(uv_norm, gray, 1.0);
sum.r += dot(weights[pos+0], rgbd) + dot(weights[pos+1], in1);
sum.g += dot(weights[pos+2], rgbd) + dot(weights[pos+3], in1);
@@ -40,31 +33,29 @@ fn cnn_conv3x3_7to4_src(
return sum;
}
-// Inner layers: 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>, 72> (9 pos × 4 ch × 2 vec4)
-fn cnn_conv3x3_7to4(
+// Source layer: 7→4 channels (vec4-optimized)
+// Normalizes [0,1] input to [-1,1] internally
+fn cnn_conv3x3_7to4_src(
tex: texture_2d<f32>,
samp: sampler,
uv: vec2<f32>,
resolution: vec2<f32>,
- gray: f32,
weights: array<vec4<f32>, 72>
) -> vec4<f32> {
let step = 1.0 / resolution;
- // Normalize UV to [-1,1]
+ 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 = -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);
- let in1 = vec4<f32>(uv_norm, gray, 1.0);
+ 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);
@@ -79,8 +70,7 @@ fn cnn_conv3x3_7to4(
// Final layer: 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>, 18> (9 pos × 2 vec4)
+// Returns raw sum (activation applied at call site)
fn cnn_conv3x3_7to1(
tex: texture_2d<f32>,
samp: sampler,
@@ -90,14 +80,12 @@ fn cnn_conv3x3_7to1(
weights: array<vec4<f32>, 18>
) -> f32 {
let step = 1.0 / resolution;
-
- // Normalize UV to [-1,1]
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 = -1; dy <= 1; dy++) {
for (var dx = -1; dx <= 1; dx++) {
let offset = vec2<f32>(f32(dx), f32(dy)) * step;