// CNN v2 Static Features Compute Shader // Generates 8D parametric features: [p0, p1, p2, p3, uv.x, uv.y, sin10_x, bias] // p0-p3: Parametric features (currently RGBD from mip0, could be mip1/2, gradients, etc.) // Note: Input image RGBD (mip0) fed separately to Layer 0 @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; @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) // TODO: Experiment with mip1 grayscale, Sobel gradients, etc. // For now, use RGBD from mip 0 (same as input, but could differ) let rgba = textureLoad(input_tex, 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], bottom-left origin) let uv_x = f32(coord.x) / f32(dims.x); let uv_y = 1.0 - (f32(coord.y) / f32(dims.y)); // Multi-frequency position encoding let sin10_x = sin(10.0 * uv_x); // Bias dimension (always 1.0) let bias = 1.0; // Pack 8×f16 into 4×u32 (rgba32uint) // [p0, p1, p2, p3, uv_x, uv_y, sin10_x, bias] let packed = vec4( pack2x16float(vec2(p0, p1)), pack2x16float(vec2(p2, p3)), pack2x16float(vec2(uv_x, uv_y)), pack2x16float(vec2(sin10_x, bias)) ); textureStore(output_tex, coord, packed); }