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-rw-r--r--workspaces/main/shaders/cnn/cnn_conv3x3.wgsl24
1 files changed, 10 insertions, 14 deletions
diff --git a/workspaces/main/shaders/cnn/cnn_conv3x3.wgsl b/workspaces/main/shaders/cnn/cnn_conv3x3.wgsl
index df58b4d..b895504 100644
--- a/workspaces/main/shaders/cnn/cnn_conv3x3.wgsl
+++ b/workspaces/main/shaders/cnn/cnn_conv3x3.wgsl
@@ -53,6 +53,8 @@ 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>,
@@ -64,9 +66,8 @@ fn cnn_conv3x3_7to4(
) -> vec4<f32> {
let step = 1.0 / resolution;
- // Compute grayscale from original and normalize to [-1,1]
- let gray_01 = 0.2126*original.r + 0.7152*original.g + 0.0722*original.b;
- let gray = (gray_01 - 0.5) * 2.0;
+ // 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;
@@ -77,10 +78,7 @@ fn cnn_conv3x3_7to4(
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_01 = textureSample(tex, samp, uv + offset);
-
- // Normalize RGBD to [-1,1]
- let rgbd = (rgbd_01 - 0.5) * 2.0;
+ 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>(
@@ -106,6 +104,8 @@ fn cnn_conv3x3_7to4(
}
// 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>,
@@ -117,9 +117,8 @@ fn cnn_conv3x3_7to1(
) -> f32 {
let step = 1.0 / resolution;
- // Normalize grayscale to [-1,1]
- let gray_01 = 0.2126*original.r + 0.7152*original.g + 0.0722*original.b;
- let gray = (gray_01 - 0.5) * 2.0;
+ // 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;
@@ -130,10 +129,7 @@ fn cnn_conv3x3_7to1(
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_01 = textureSample(tex, samp, uv + offset);
-
- // Normalize RGBD to [-1,1]
- let rgbd = (rgbd_01 - 0.5) * 2.0;
+ let rgbd = textureSample(tex, samp, uv + offset); // Already in [-1,1]
// 7-channel input all in [-1,1]
sum += weights[pos][0] * rgbd.r;