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-rw-r--r--workspaces/main/shaders/cnn/cnn_conv5x5.wgsl101
1 files changed, 0 insertions, 101 deletions
diff --git a/workspaces/main/shaders/cnn/cnn_conv5x5.wgsl b/workspaces/main/shaders/cnn/cnn_conv5x5.wgsl
deleted file mode 100644
index 9328d75..0000000
--- a/workspaces/main/shaders/cnn/cnn_conv5x5.wgsl
+++ /dev/null
@@ -1,101 +0,0 @@
-// 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;
-}