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-rw-r--r--workspaces/main/shaders/cnn/cnn_conv3x3.wgsl24
-rw-r--r--workspaces/main/shaders/cnn/cnn_conv5x5.wgsl16
-rw-r--r--workspaces/main/shaders/cnn/cnn_layer.wgsl24
3 files changed, 28 insertions, 36 deletions
diff --git a/workspaces/main/shaders/cnn/cnn_conv3x3.wgsl b/workspaces/main/shaders/cnn/cnn_conv3x3.wgsl
index df58b4d..b895504 100644
--- a/workspaces/main/shaders/cnn/cnn_conv3x3.wgsl
+++ b/workspaces/main/shaders/cnn/cnn_conv3x3.wgsl
@@ -53,6 +53,8 @@ fn cnn_conv3x3_with_coord(
}
// Inner layers: 7→4 channels (RGBD output)
+// Assumes 'tex' and 'original' are already normalized to [-1,1]
+// UV coordinates remain in [0,1] and are normalized internally
// weights: array<array<f32, 8>, 36> (9 positions × 4 channels, each with 7 weights + bias)
fn cnn_conv3x3_7to4(
tex: texture_2d<f32>,
@@ -64,9 +66,8 @@ fn cnn_conv3x3_7to4(
) -> vec4<f32> {
let step = 1.0 / resolution;
- // Compute grayscale from original and normalize to [-1,1]
- let gray_01 = 0.2126*original.r + 0.7152*original.g + 0.0722*original.b;
- let gray = (gray_01 - 0.5) * 2.0;
+ // Compute grayscale from original (already in [-1,1])
+ let gray = 0.2126*original.r + 0.7152*original.g + 0.0722*original.b;
// Normalize UV to [-1,1]
let uv_norm = (uv - 0.5) * 2.0;
@@ -77,10 +78,7 @@ fn cnn_conv3x3_7to4(
for (var dy = -1; dy <= 1; dy++) {
for (var dx = -1; dx <= 1; dx++) {
let offset = vec2<f32>(f32(dx), f32(dy)) * step;
- let rgbd_01 = textureSample(tex, samp, uv + offset);
-
- // Normalize RGBD to [-1,1]
- let rgbd = (rgbd_01 - 0.5) * 2.0;
+ let rgbd = textureSample(tex, samp, uv + offset); // Already in [-1,1]
// 7-channel input: [R,G,B,D, uv.x, uv.y, gray] all in [-1,1]
let inputs = array<f32, 7>(
@@ -106,6 +104,8 @@ fn cnn_conv3x3_7to4(
}
// Final layer: 7→1 channel (scalar output)
+// Assumes 'tex' and 'original' are already normalized to [-1,1]
+// UV coordinates remain in [0,1] and are normalized internally
// weights: array<array<f32, 8>, 9> (9 positions, each with 7 weights + bias)
fn cnn_conv3x3_7to1(
tex: texture_2d<f32>,
@@ -117,9 +117,8 @@ fn cnn_conv3x3_7to1(
) -> f32 {
let step = 1.0 / resolution;
- // Normalize grayscale to [-1,1]
- let gray_01 = 0.2126*original.r + 0.7152*original.g + 0.0722*original.b;
- let gray = (gray_01 - 0.5) * 2.0;
+ // Compute grayscale from original (already in [-1,1])
+ let gray = 0.2126*original.r + 0.7152*original.g + 0.0722*original.b;
// Normalize UV to [-1,1]
let uv_norm = (uv - 0.5) * 2.0;
@@ -130,10 +129,7 @@ fn cnn_conv3x3_7to1(
for (var dy = -1; dy <= 1; dy++) {
for (var dx = -1; dx <= 1; dx++) {
let offset = vec2<f32>(f32(dx), f32(dy)) * step;
- let rgbd_01 = textureSample(tex, samp, uv + offset);
-
- // Normalize RGBD to [-1,1]
- let rgbd = (rgbd_01 - 0.5) * 2.0;
+ let rgbd = textureSample(tex, samp, uv + offset); // Already in [-1,1]
// 7-channel input all in [-1,1]
sum += weights[pos][0] * rgbd.r;
diff --git a/workspaces/main/shaders/cnn/cnn_conv5x5.wgsl b/workspaces/main/shaders/cnn/cnn_conv5x5.wgsl
index 15eaf96..bfb4ebb 100644
--- a/workspaces/main/shaders/cnn/cnn_conv5x5.wgsl
+++ b/workspaces/main/shaders/cnn/cnn_conv5x5.wgsl
@@ -53,6 +53,8 @@ fn cnn_conv5x5_with_coord(
}
// 5×5 variant for 7→4 channels (RGBD output)
+// Assumes 'tex' and 'original' are 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(
tex: texture_2d<f32>,
@@ -64,8 +66,7 @@ fn cnn_conv5x5_7to4(
) -> vec4<f32> {
let step = 1.0 / resolution;
- let gray_01 = 0.2126*original.r + 0.7152*original.g + 0.0722*original.b;
- let gray = (gray_01 - 0.5) * 2.0;
+ 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);
@@ -74,8 +75,7 @@ fn cnn_conv5x5_7to4(
for (var dy = -2; dy <= 2; dy++) {
for (var dx = -2; dx <= 2; dx++) {
let offset = vec2<f32>(f32(dx), f32(dy)) * step;
- let rgbd_01 = textureSample(tex, samp, uv + offset);
- let rgbd = (rgbd_01 - 0.5) * 2.0;
+ let rgbd = textureSample(tex, samp, uv + offset); // Already in [-1,1]
let inputs = array<f32, 7>(
rgbd.r, rgbd.g, rgbd.b, rgbd.a,
@@ -98,6 +98,8 @@ fn cnn_conv5x5_7to4(
}
// 5×5 variant for 7→1 channel (scalar output)
+// Assumes 'tex' and 'original' are 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(
tex: texture_2d<f32>,
@@ -109,8 +111,7 @@ fn cnn_conv5x5_7to1(
) -> f32 {
let step = 1.0 / resolution;
- let gray_01 = 0.2126*original.r + 0.7152*original.g + 0.0722*original.b;
- let gray = (gray_01 - 0.5) * 2.0;
+ 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;
@@ -119,8 +120,7 @@ fn cnn_conv5x5_7to1(
for (var dy = -2; dy <= 2; dy++) {
for (var dx = -2; dx <= 2; dx++) {
let offset = vec2<f32>(f32(dx), f32(dy)) * step;
- let rgbd_01 = textureSample(tex, samp, uv + offset);
- let rgbd = (rgbd_01 - 0.5) * 2.0;
+ let rgbd = textureSample(tex, samp, uv + offset); // Already in [-1,1]
sum += weights[pos][0] * rgbd.r;
sum += weights[pos][1] * rgbd.g;
diff --git a/workspaces/main/shaders/cnn/cnn_layer.wgsl b/workspaces/main/shaders/cnn/cnn_layer.wgsl
index fad283c..f97f798 100644
--- a/workspaces/main/shaders/cnn/cnn_layer.wgsl
+++ b/workspaces/main/shaders/cnn/cnn_layer.wgsl
@@ -30,37 +30,33 @@ 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 input_raw = textureSample(txt, smplr, uv);
+ let input = (input_raw - 0.5) * 2.0; // Normalize to [-1,1]
+ let original_raw = textureSample(original_input, smplr, uv);
+ let original = (original_raw - 0.5) * 2.0; // Normalize to [-1,1]
var result = vec4<f32>(0.0);
// Layer 0: 7→4 (RGBD output)
if (params.layer_index == 0) {
result = cnn_conv3x3_7to4(txt, smplr, uv, uniforms.resolution,
original, weights_layer0);
- result = cnn_tanh(result); // Output in [-1,1]
- // Denormalize to [0,1] for texture storage
- result = (result + 1.0) * 0.5;
+ result = cnn_tanh(result); // Keep in [-1,1]
}
else if (params.layer_index == 1) {
result = cnn_conv5x5_7to4(txt, smplr, uv, uniforms.resolution,
original, weights_layer1);
- result = cnn_tanh(result); // Output in [-1,1]
- // Denormalize to [0,1] for texture storage
- result = (result + 1.0) * 0.5;
+ result = cnn_tanh(result); // Keep in [-1,1]
}
else if (params.layer_index == 2) {
let gray_out = cnn_conv3x3_7to1(txt, smplr, uv, uniforms.resolution,
original, weights_layer2);
- // Denormalize from [-1,1] to [0,1]
- let gray_01 = (gray_out + 1.0) * 0.5;
- result = vec4<f32>(gray_01, gray_01, gray_01, 1.0); // Expand to RGB
+ result = vec4<f32>(gray_out, gray_out, gray_out, 1.0); // Keep in [-1,1]
}
else {
result = input;
}
- // Blend with ORIGINAL input from layer 0
-return original;
-// return mix(original, result, params.blend_amount);
+ // Blend with ORIGINAL input from layer 0 and denormalize for display
+ let blended = mix(original, result, params.blend_amount);
+ return (blended + 1.0) * 0.5; // Denormalize to [0,1] for display
}