StackGenVis: Alignment of Data, Algorithms, and Models for Stacking Ensemble Learning Using Performance Metrics https://doi.org/10.1109/TVCG.2020.3030352
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StackGenVis/frontend/node_modules/gl-surface3d/shaders/pick.glsl

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4 years ago
precision highp float;
#pragma glslify: outOfRange = require(glsl-out-of-range)
uniform vec2 shape;
uniform vec3 clipBounds[2];
uniform float pickId;
varying float value, kill;
varying vec3 worldCoordinate;
varying vec2 planeCoordinate;
varying vec3 surfaceNormal;
vec2 splitFloat(float v) {
float vh = 255.0 * v;
float upper = floor(vh);
float lower = fract(vh);
return vec2(upper / 255.0, floor(lower * 16.0) / 16.0);
}
void main() {
if ((kill > 0.0) ||
(outOfRange(clipBounds[0], clipBounds[1], worldCoordinate))) discard;
vec2 ux = splitFloat(planeCoordinate.x / shape.x);
vec2 uy = splitFloat(planeCoordinate.y / shape.y);
gl_FragColor = vec4(pickId, ux.x, uy.x, ux.y + (uy.y/16.0));
}