// CNN layer shader - uses modular convolution snippets // Supports multi-pass rendering with residual connections @group(0) @binding(0) var smplr: sampler; @group(0) @binding(1) var txt: texture_2d; #include "common_uniforms" #include "cnn_activation" #include "cnn_conv3x3" #include "cnn_weights_generated" struct CNNLayerParams { layer_index: i32, use_residual: i32, _pad: vec2, }; @group(0) @binding(2) var uniforms: CommonUniforms; @group(0) @binding(3) var params: CNNLayerParams; @vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4 { var pos = array, 3>( vec2(-1.0, -1.0), vec2(3.0, -1.0), vec2(-1.0, 3.0) ); return vec4(pos[i], 0.0, 1.0); } @fragment fn fs_main(@builtin(position) p: vec4) -> @location(0) vec4 { let uv = p.xy / uniforms.resolution; var result = vec4(0.0); // Single layer for now (layer 0) if (params.layer_index == 0) { result = cnn_conv3x3(txt, smplr, uv, uniforms.resolution, weights_layer0, bias_layer0); result = cnn_tanh(result); } // Residual connection if (params.use_residual != 0) { let input = textureSample(txt, smplr, uv); result = input + result * 0.3; } return result; }