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Thanks for the explanation! I recently have been working on my own deep learning library (for fun) and was doing something similar. Aren't GL textures sampled with floating point units inexactly? Do you just rely on floating point error to be small enough that you can reliably index weights?

I ended up switching to OpenCL since I am running this on my desktop. Just curious to see what you did. Thanks!




You can set nearest neighbor interpolation for the texture (aka no interpolation), and gl_FragCoord can be used to determine which pixel the fragment shader is operating on.




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