// CNN v2 Static Features Compute Shader // Generates 8D parametric features: [p0, p1, p2, p3, uv.x, uv.y, sin20_y, bias] // p0-p3: Parametric features from specified mip level (0=mip0, 1=mip1, 2=mip2, 3=mip3) // Note: Input image RGBD (mip0) fed separately to Layer 0 // // TODO: Binary format should support arbitrary layout and ordering for feature vector (7D). // Current layout is hardcoded. Future versions should allow runtime-specified // feature combinations (e.g., [R, G, B, dx, dy, uv_x, bias] or custom encodings). struct StaticFeatureParams { mip_level: u32, padding0: u32, padding1: u32, padding2: u32, } @group(0) @binding(0) var input_tex: texture_2d; @group(0) @binding(1) var input_tex_mip1: texture_2d; @group(0) @binding(2) var input_tex_mip2: texture_2d; @group(0) @binding(3) var depth_tex: texture_2d; @group(0) @binding(4) var output_tex: texture_storage_2d; @group(0) @binding(5) var params: StaticFeatureParams; @compute @workgroup_size(8, 8) fn main(@builtin(global_invocation_id) id: vec3) { let coord = vec2(id.xy); let dims = textureDimensions(input_tex); if (coord.x >= i32(dims.x) || coord.y >= i32(dims.y)) { return; } // Parametric features (p0-p3) - sample from specified mip level var rgba: vec4; if (params.mip_level == 0u) { rgba = textureLoad(input_tex, coord, 0); } else if (params.mip_level == 1u) { rgba = textureLoad(input_tex_mip1, coord, 0); } else if (params.mip_level == 2u) { rgba = textureLoad(input_tex_mip2, coord, 0); } else { // Mip 3 or higher: use mip 2 as fallback rgba = textureLoad(input_tex_mip2, coord, 0); } let p0 = rgba.r; let p1 = rgba.g; let p2 = rgba.b; let p3 = textureLoad(depth_tex, coord, 0).r; // UV coordinates (normalized [0,1], top-left origin - matches training) let uv_x = f32(coord.x) / f32(dims.x); let uv_y = f32(coord.y) / f32(dims.y); // Multi-frequency position encoding let sin20_y = sin(20.0 * uv_y); // Bias dimension (always 1.0) let bias = 1.0; // Pack 8×f16 into 4×u32 (rgba32uint) // [p0, p1, p2, p3, uv_x, uv_y, sin20_y, bias] let packed = vec4( pack2x16float(vec2(p0, p1)), pack2x16float(vec2(p2, p3)), pack2x16float(vec2(uv_x, uv_y)), pack2x16float(vec2(sin20_y, bias)) ); textureStore(output_tex, coord, packed); }