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path: root/workspaces/main/shaders/cnn_v2_static.wgsl
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// CNN v2 Static Features Compute Shader
// Generates 7D features + bias: [R, G, B, D, uv.x, uv.y, sin10_x, 1.0]

@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;
  }

  // Sample RGBA from mip 0
  let rgba = textureLoad(input_tex, coord, 0);
  let r = rgba.r;
  let g = rgba.g;
  let b = rgba.b;

  // Sample depth
  let d = textureLoad(depth_tex, coord, 0).r;

  // UV coordinates (normalized [0,1])
  let uv_x = f32(coord.x) / f32(dims.x);
  let uv_y = 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)
  let packed = vec4<u32>(
    pack2x16float(vec2<f32>(r, g)),
    pack2x16float(vec2<f32>(b, d)),
    pack2x16float(vec2<f32>(uv_x, uv_y)),
    pack2x16float(vec2<f32>(sin10_x, bias))
  );

  textureStore(output_tex, coord, packed);
}