diff options
Diffstat (limited to 'workspaces/main/shaders')
| -rw-r--r-- | workspaces/main/shaders/cnn/cnn_conv1x1.wgsl | 100 |
1 files changed, 100 insertions, 0 deletions
diff --git a/workspaces/main/shaders/cnn/cnn_conv1x1.wgsl b/workspaces/main/shaders/cnn/cnn_conv1x1.wgsl new file mode 100644 index 0000000..d468182 --- /dev/null +++ b/workspaces/main/shaders/cnn/cnn_conv1x1.wgsl @@ -0,0 +1,100 @@ +// 1x1 convolution (vec4-optimized) + +// Inner layers: 7→4 channels (vec4-optimized) +// Assumes 'tex' is already normalized to [-1,1] +fn cnn_conv1x1_7to4( + tex: texture_2d<f32>, + samp: sampler, + uv: vec2<f32>, + resolution: vec2<f32>, + gray: f32, + weights: array<vec4<f32>, 8> +) -> vec4<f32> { + let step = 1.0 / resolution; + let uv_norm = (uv - 0.5) * 2.0; + + var sum = vec4<f32>(0.0); + var pos = 0; + + for (var dy = -0; dy <= 0; dy++) { + for (var dx = -0; dx <= 0; dx++) { + let offset = vec2<f32>(f32(dx), f32(dy)) * step; + let rgbd = textureSample(tex, samp, uv + offset); + let in1 = vec4<f32>(uv_norm, gray, 1.0); + + 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; +} + +// Source layer: 7→4 channels (vec4-optimized) +// Normalizes [0,1] input to [-1,1] internally +fn cnn_conv1x1_7to4_src( + tex: texture_2d<f32>, + samp: sampler, + uv: vec2<f32>, + resolution: vec2<f32>, + weights: array<vec4<f32>, 8> +) -> 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 = -0; dy <= 0; dy++) { + for (var dx = -0; dx <= 0; 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; +} + +// Final layer: 7→1 channel (vec4-optimized) +// Assumes 'tex' is already normalized to [-1,1] +// Returns raw sum (activation applied at call site) +fn cnn_conv1x1_7to1( + tex: texture_2d<f32>, + samp: sampler, + uv: vec2<f32>, + resolution: vec2<f32>, + gray: f32, + weights: array<vec4<f32>, 2> +) -> 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 = -0; dy <= 0; dy++) { + for (var dx = -0; dx <= 0; 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; +} |
