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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);
}
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