// Fold SPLIT per-plane (sum, sum-of-squares) partials into mean and inverse // standard deviation. One thread handles each plane. Variance uses // E[x^2] - E[x]^2; max(value, 0) guards against negative rounding residue. {{ env.wgsl.resourceDeclarations }} const SPLIT: u32 = {{ split }}u; const COMBINE_WG: u32 = {{ combineWorkgroupSize }}u; @compute @workgroup_size(COMBINE_WG, 1, 1) fn main(@builtin(global_invocation_id) gid: vec3, @builtin(num_workgroups) nwg: vec3) { let plane = gid.x + gid.y * nwg.x * COMBINE_WG; if (plane >= params.planes) { return; } var total = 0.0; var total_sq = 0.0; let b = plane * SPLIT; for (var k = 0u; k < SPLIT; k = k + 1u) { total = total + partials[(b + k) * 2u]; total_sq = total_sq + partials[(b + k) * 2u + 1u]; } let n = f32(params.spatial); let mean = total / n; let variance = max(total_sq / n - mean * mean, 0.0); stats[plane * 2u] = mean; stats[plane * 2u + 1u] = inverseSqrt(variance + params.epsilon); }