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"You've got three inputs: texture algae for bulk; textured protein grown in big vats, which we're already doing, for protein; and then you've got your flavor package with things like Miraculin, which we just looked up on the Web.
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Third, we render star patterns with a chosen input texture.
Example renderings of the four combinations of displacement in the $r$ versus $\theta$ directions, and placing the input texture on the radial plane versus on the Archimedean spiral.
Now, when we open the.bgl model (actually renamed to *.mdl already) in PPE we may not be able to see the texture because I hard coded the input texture's directory to /usr/local/lib/FlightGear/Textures (we may make a symbolic link to see the textures, any ways).
The left texture shows the input texture.
Figure 11a demonstrates the input texture.
Each output texel contains the local summation of a corresponding 2×2 region in the input texture.
Figure 5 summarizes the first reduction step for a 4×4 input texture.
Three different textures are required: one input texture containing input weights w and two temporary textures to perform the reduction itself.
Texture is used as render target to store the output results for one prediction operation, and then it is directly used as input texture for the next operation.
Next, the series of images finalize the first step of the 8 × 8 algorithm reduction of the input texture (Figure 11a).
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Since I tried Ludwig back in 2017, I have been constantly using it in both editing and translation. Ever since, I suggest it to my translators at ProSciEditing.

Justyna Jupowicz-Kozak
CEO of Professional Science Editing for Scientists @ prosciediting.com