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// 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<f32>;
#include "common_uniforms"
#include "cnn_activation"
#include "cnn_conv3x3"
#include "cnn_weights_generated"
struct CNNLayerParams {
layer_index: i32,
use_residual: i32,
_pad: vec2<f32>,
};
@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
@group(0) @binding(3) var<uniform> params: CNNLayerParams;
@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 3>(
vec2<f32>(-1.0, -1.0), vec2<f32>(3.0, -1.0), vec2<f32>(-1.0, 3.0)
);
return vec4<f32>(pos[i], 0.0, 1.0);
}
@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
let uv = p.xy / uniforms.resolution;
var result = vec4<f32>(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;
}
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