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-pointcloud2d/lib/shader/point-vertex.glsl

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precision mediump float;
attribute vec2 position;
uniform mat3 matrix;
uniform float pointSize;
uniform float pointCloud;
highp float rand(vec2 co) {
highp float a = 12.9898;
highp float b = 78.233;
highp float c = 43758.5453;
highp float d = dot(co.xy, vec2(a, b));
highp float e = mod(d, 3.14);
return fract(sin(e) * c);
}
void main() {
vec3 hgPosition = matrix * vec3(position, 1);
gl_Position = vec4(hgPosition.xy, 0, hgPosition.z);
// if we don't jitter the point size a bit, overall point cloud
// saturation 'jumps' on zooming, which is disturbing and confusing
gl_PointSize = pointSize * ((19.5 + rand(position)) / 20.0);
if(pointCloud != 0.0) { // pointCloud is truthy
// get the same square surface as circle would be
gl_PointSize *= 0.886;
}
}