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-rw-r--r--workspaces/main/shaders/cnn/cnn_conv5x5.wgsl78
1 files changed, 55 insertions, 23 deletions
diff --git a/workspaces/main/shaders/cnn/cnn_conv5x5.wgsl b/workspaces/main/shaders/cnn/cnn_conv5x5.wgsl
index bd9abfa..5136740 100644
--- a/workspaces/main/shaders/cnn/cnn_conv5x5.wgsl
+++ b/workspaces/main/shaders/cnn/cnn_conv5x5.wgsl
@@ -1,53 +1,85 @@
-// 5x5 convolution with 25 samples
-// Applies mat4 weights per sample
-
-fn cnn_conv5x5(
+// 5×5 variant for 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>, 100> (25 positions × 4 channels, each with 7 weights + bias)
+fn cnn_conv5x5_7to4(
tex: texture_2d<f32>,
samp: sampler,
uv: vec2<f32>,
resolution: vec2<f32>,
- weights: array<mat4x4<f32>, 25>,
- bias: vec4<f32>
+ original: vec4<f32>,
+ weights: array<array<f32, 8>, 100>
) -> vec4<f32> {
let step = 1.0 / resolution;
- var sum = bias;
- var idx = 0;
+
+ let gray = 0.2126*original.r + 0.7152*original.g + 0.0722*original.b;
+ let uv_norm = (uv - 0.5) * 2.0;
+
+ 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 sample = textureSample(tex, samp, uv + offset);
- sum += weights[idx] * sample;
- idx++;
+ let rgbd = textureSample(tex, samp, uv + offset); // Already in [-1,1]
+
+ let inputs = array<f32, 7>(
+ rgbd.r, rgbd.g, rgbd.b, rgbd.a,
+ uv_norm.x, uv_norm.y, gray
+ );
+
+ for (var out_c = 0; out_c < 4; out_c++) {
+ let idx = pos * 4 + out_c;
+ var channel_sum = weights[idx][7];
+ 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;
}
-fn cnn_conv5x5_with_coord(
+// 5×5 variant for 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>, 25> (25 positions, each with 7 weights + bias)
+fn cnn_conv5x5_7to1(
tex: texture_2d<f32>,
samp: sampler,
uv: vec2<f32>,
resolution: vec2<f32>,
- rgba_weights: array<mat4x4<f32>, 25>,
- coord_weights: mat2x4<f32>,
- bias: vec4<f32>
-) -> vec4<f32> {
+ original: vec4<f32>,
+ weights: array<array<f32, 8>, 25>
+) -> f32 {
let step = 1.0 / resolution;
- var sum = bias;
- sum += coord_weights * uv;
+ let gray = 0.2126*original.r + 0.7152*original.g + 0.0722*original.b;
+ let uv_norm = (uv - 0.5) * 2.0;
+
+ var sum = 0.0;
+ var pos = 0;
- var idx = 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 rgba = textureSample(tex, samp, uv + offset);
- sum += rgba_weights[idx] * rgba;
- idx++;
+ let rgbd = textureSample(tex, samp, uv + offset); // Already 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]
}