diff options
Diffstat (limited to 'workspaces/main/shaders/cnn/cnn_layer.wgsl')
| -rw-r--r-- | workspaces/main/shaders/cnn/cnn_layer.wgsl | 35 |
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; } |
