// 5×5 variant for 7→4 channels (vec4-optimized) // Assumes 'tex' is already normalized to [-1,1] // UV coordinates remain in [0,1] and are normalized internally // weights: array, 200> (25 pos × 4 ch × 2 vec4) fn cnn_conv5x5_7to4( tex: texture_2d, samp: sampler, uv: vec2, resolution: vec2, gray: f32, weights: array, 200> ) -> vec4 { let step = 1.0 / resolution; let uv_norm = (uv - 0.5) * 2.0; var sum = vec4(0.0); var pos = 0; for (var dy = -2; dy <= 2; dy++) { for (var dx = -2; dx <= 2; dx++) { let offset = vec2(f32(dx), f32(dy)) * step; let rgbd = textureSample(tex, samp, uv + offset); let in1 = vec4(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; } // 5×5 variant for 7→1 channel (vec4-optimized) // Assumes 'tex' is already normalized to [-1,1] // UV coordinates remain in [0,1] and are normalized internally // weights: array, 50> (25 pos × 2 vec4) fn cnn_conv5x5_7to1( tex: texture_2d, samp: sampler, uv: vec2, resolution: vec2, gray: f32, weights: array, 50> ) -> f32 { let step = 1.0 / resolution; let uv_norm = (uv - 0.5) * 2.0; var sum = 0.0; var pos = 0; for (var dy = -2; dy <= 2; dy++) { for (var dx = -2; dx <= 2; dx++) { let offset = vec2(f32(dx), f32(dy)) * step; let rgbd = textureSample(tex, samp, uv + offset); let in1 = vec4(uv_norm, gray, 1.0); sum += dot(weights[pos], rgbd) + dot(weights[pos+1], in1); pos += 2; } } return clamp(sum, 0.0, 1.0); } // Source layer: 7→4 channels (vec4-optimized) // Normalizes [0,1] input to [-1,1] internally fn cnn_conv5x5_7to4_src( tex: texture_2d, samp: sampler, uv: vec2, resolution: vec2, weights: array, 200> ) -> vec4 { let step = 1.0 / resolution; let original = (textureSample(tex, samp, uv) - 0.5) * 2.0; let gray = dot(original.rgb, vec3(0.2126, 0.7152, 0.0722)); let uv_norm = (uv - 0.5) * 2.0; var sum = vec4(0.0); var pos = 0; for (var dy = -2; dy <= 2; dy++) { for (var dx = -2; dx <= 2; dx++) { let offset = vec2(f32(dx), f32(dy)) * step; let rgbd = (textureSample(tex, samp, uv + offset) - 0.5) * 2.0; let in1 = vec4(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; }