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-rw-r--r--workspaces/main/shaders/cnn/cnn_layer.wgsl35
1 files changed, 18 insertions, 17 deletions
diff --git a/workspaces/main/shaders/cnn/cnn_layer.wgsl b/workspaces/main/shaders/cnn/cnn_layer.wgsl
index 5834f78..1b1b539 100644
--- a/workspaces/main/shaders/cnn/cnn_layer.wgsl
+++ b/workspaces/main/shaders/cnn/cnn_layer.wgsl
@@ -8,6 +8,7 @@
#include "common_uniforms"
#include "cnn_activation"
#include "cnn_conv3x3"
+#include "cnn_conv5x5"
#include "cnn_weights_generated"
struct CNNLayerParams {
@@ -29,28 +30,28 @@ struct CNNLayerParams {
@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
let uv = p.xy / uniforms.resolution;
- let input = textureSample(txt, smplr, uv);
- let original = textureSample(original_input, smplr, uv);
+ let original = (textureSample(original_input, smplr, uv) - 0.5) * 2.0; // Normalize to [-1,1]
var result = vec4<f32>(0.0);
- // Layer 0 uses coordinate-aware convolution
+ // Layer 0: 7→4 (RGBD output)
if (params.layer_index == 0) {
- result = cnn_conv3x3_with_coord(txt, smplr, uv, uniforms.resolution,
- rgba_weights_layer0, coord_weights_layer0, bias_layer0);
- result = cnn_tanh(result);
+ result = cnn_conv3x3_7to4_src(txt, smplr, uv, uniforms.resolution, weights_layer0);
+ result = cnn_tanh(result); // Keep in [-1,1]
}
else if (params.layer_index == 1) {
- result = cnn_conv3x3(txt, smplr, uv, uniforms.resolution,
- weights_layer1, bias_layer1);
- result = cnn_tanh(result);
- }
- else if (params.layer_index == 2) {
- result = cnn_conv3x3(txt, smplr, uv, uniforms.resolution,
- weights_layer2, bias_layer2);
- }
- else {
- result = input;
+ result = cnn_conv5x5_7to4(txt, smplr, uv, uniforms.resolution,
+ original, weights_layer1);
+ result = cnn_tanh(result); // Keep in [-1,1]
}
+ else if (params.layer_index == 2) { // last layer
+ let gray_out = cnn_conv3x3_7to1(txt, smplr, uv, uniforms.resolution,
+ original, weights_layer2);
- return mix(original, result, params.blend_amount);
+ // At this point here, 'gray_out' is what the training script should have learned.
+ // Below is some extra code for visual output, excluded from training:
+ result = vec4<f32>(gray_out, gray_out, gray_out, 1.0); // Keep in [-1,1]
+ let blended = mix(original, result, params.blend_amount);
+ return (blended + 1.0) * 0.5; // Denormalize to [0,1] for display
+ }
+ return result;
}