diff options
Diffstat (limited to 'workspaces/main/shaders/cnn/cnn_conv5x5.wgsl')
| -rw-r--r-- | workspaces/main/shaders/cnn/cnn_conv5x5.wgsl | 14 |
1 files changed, 5 insertions, 9 deletions
diff --git a/workspaces/main/shaders/cnn/cnn_conv5x5.wgsl b/workspaces/main/shaders/cnn/cnn_conv5x5.wgsl index 0f261dd..5570589 100644 --- a/workspaces/main/shaders/cnn/cnn_conv5x5.wgsl +++ b/workspaces/main/shaders/cnn/cnn_conv5x5.wgsl @@ -1,5 +1,5 @@ // 5×5 variant for 7→4 channels (RGBD output) -// Assumes 'tex' and 'original' are already normalized to [-1,1] +// Assumes 'tex' is 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( @@ -7,12 +7,10 @@ fn cnn_conv5x5_7to4( samp: sampler, uv: vec2<f32>, resolution: vec2<f32>, - original: vec4<f32>, + gray: f32, weights: array<array<f32, 8>, 100> ) -> vec4<f32> { let step = 1.0 / resolution; - - 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); @@ -44,7 +42,7 @@ fn cnn_conv5x5_7to4( } // 5×5 variant for 7→1 channel (scalar output) -// Assumes 'tex' and 'original' are already normalized to [-1,1] +// Assumes 'tex' is 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( @@ -52,12 +50,10 @@ fn cnn_conv5x5_7to1( samp: sampler, uv: vec2<f32>, resolution: vec2<f32>, - original: vec4<f32>, + gray: f32, weights: array<array<f32, 8>, 25> ) -> f32 { let step = 1.0 / resolution; - - 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; @@ -96,7 +92,7 @@ fn cnn_conv5x5_7to4_src( let step = 1.0 / resolution; let original = (textureSample(tex, samp, uv) - 0.5) * 2.0; - let gray = 0.2126*original.r + 0.7152*original.g + 0.0722*original.b; + let gray = dot(original.rgb, vec3<f32>(0.2126, 0.7152, 0.0722)); let uv_norm = (uv - 0.5) * 2.0; var sum = vec4<f32>(0.0); |
