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-rw-r--r--workspaces/main/shaders/cnn_v2_static.wgsl47
1 files changed, 47 insertions, 0 deletions
diff --git a/workspaces/main/shaders/cnn_v2_static.wgsl b/workspaces/main/shaders/cnn_v2_static.wgsl
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+// CNN v2 Static Features Compute Shader
+// Generates 7D features + bias: [R, G, B, D, uv.x, uv.y, sin10_x, 1.0]
+
+@group(0) @binding(0) var input_tex: texture_2d<f32>;
+@group(0) @binding(1) var input_tex_mip1: texture_2d<f32>;
+@group(0) @binding(2) var input_tex_mip2: texture_2d<f32>;
+@group(0) @binding(3) var depth_tex: texture_2d<f32>;
+@group(0) @binding(4) var output_tex: texture_storage_2d<rgba32uint, write>;
+
+@compute @workgroup_size(8, 8)
+fn main(@builtin(global_invocation_id) id: vec3<u32>) {
+ let coord = vec2<i32>(id.xy);
+ let dims = textureDimensions(input_tex);
+
+ if (coord.x >= i32(dims.x) || coord.y >= i32(dims.y)) {
+ return;
+ }
+
+ // Sample RGBA from mip 0
+ let rgba = textureLoad(input_tex, coord, 0);
+ let r = rgba.r;
+ let g = rgba.g;
+ let b = rgba.b;
+
+ // Sample depth
+ let d = textureLoad(depth_tex, coord, 0).r;
+
+ // UV coordinates (normalized [0,1])
+ let uv_x = f32(coord.x) / f32(dims.x);
+ let uv_y = f32(coord.y) / f32(dims.y);
+
+ // Multi-frequency position encoding
+ let sin10_x = sin(10.0 * uv_x);
+
+ // Bias dimension (always 1.0)
+ let bias = 1.0;
+
+ // Pack 8×f16 into 4×u32 (rgba32uint)
+ let packed = vec4<u32>(
+ pack2x16float(vec2<f32>(r, g)),
+ pack2x16float(vec2<f32>(b, d)),
+ pack2x16float(vec2<f32>(uv_x, uv_y)),
+ pack2x16float(vec2<f32>(sin10_x, bias))
+ );
+
+ textureStore(output_tex, coord, packed);
+}