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// 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<f32>;
@group(0) @binding(1) var input_tex_mip1: texture_2d<f32>;
@group(0) @binding(2) var input_tex_mip2: texture_2d<f32>;
@group(0) @binding(3) var depth_tex: texture_2d<f32>;
@group(0) @binding(4) var output_tex: texture_storage_2d<rgba32uint, write>;

@compute @workgroup_size(8, 8)
fn main(@builtin(global_invocation_id) id: vec3<u32>) {
  let coord = vec2<i32>(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<u32>(
    pack2x16float(vec2<f32>(p0, p1)),
    pack2x16float(vec2<f32>(p2, p3)),
    pack2x16float(vec2<f32>(uv_x, uv_y)),
    pack2x16float(vec2<f32>(sin10_x, bias))
  );

  textureStore(output_tex, coord, packed);
}