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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85 lines
3.4 KiB
85 lines
3.4 KiB
// floor(127 / 2) == 63.0
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// the maximum allowed miter limit is 2.0 at the moment. the extrude normal is
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// stored in a byte (-128..127). we scale regular normals up to length 63, but
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// there are also "special" normals that have a bigger length (of up to 126 in
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// this case).
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// #define scale 63.0
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#define scale 0.015873016
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attribute vec2 a_pos_normal;
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attribute vec4 a_data;
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uniform mat4 u_matrix;
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uniform mediump float u_ratio;
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uniform vec2 u_units_to_pixels;
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uniform lowp float u_device_pixel_ratio;
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varying vec2 v_normal;
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varying vec2 v_width2;
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varying float v_gamma_scale;
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varying highp float v_linesofar;
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#pragma mapbox: define highp vec4 color
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#pragma mapbox: define lowp float blur
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#pragma mapbox: define lowp float opacity
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#pragma mapbox: define mediump float gapwidth
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#pragma mapbox: define lowp float offset
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#pragma mapbox: define mediump float width
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void main() {
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#pragma mapbox: initialize highp vec4 color
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#pragma mapbox: initialize lowp float blur
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#pragma mapbox: initialize lowp float opacity
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#pragma mapbox: initialize mediump float gapwidth
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#pragma mapbox: initialize lowp float offset
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#pragma mapbox: initialize mediump float width
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// the distance over which the line edge fades out.
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// Retina devices need a smaller distance to avoid aliasing.
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float ANTIALIASING = 1.0 / u_device_pixel_ratio / 2.0;
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vec2 a_extrude = a_data.xy - 128.0;
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float a_direction = mod(a_data.z, 4.0) - 1.0;
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v_linesofar = (floor(a_data.z / 4.0) + a_data.w * 64.0) * 2.0;
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vec2 pos = floor(a_pos_normal * 0.5);
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// x is 1 if it's a round cap, 0 otherwise
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// y is 1 if the normal points up, and -1 if it points down
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// We store these in the least significant bit of a_pos_normal
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mediump vec2 normal = a_pos_normal - 2.0 * pos;
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normal.y = normal.y * 2.0 - 1.0;
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v_normal = normal;
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// these transformations used to be applied in the JS and native code bases.
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// moved them into the shader for clarity and simplicity.
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gapwidth = gapwidth / 2.0;
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float halfwidth = width / 2.0;
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offset = -1.0 * offset;
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float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);
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float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + (halfwidth == 0.0 ? 0.0 : ANTIALIASING);
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// Scale the extrusion vector down to a normal and then up by the line width
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// of this vertex.
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mediump vec2 dist = outset * a_extrude * scale;
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// Calculate the offset when drawing a line that is to the side of the actual line.
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// We do this by creating a vector that points towards the extrude, but rotate
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// it when we're drawing round end points (a_direction = -1 or 1) since their
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// extrude vector points in another direction.
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mediump float u = 0.5 * a_direction;
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mediump float t = 1.0 - abs(u);
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mediump vec2 offset2 = offset * a_extrude * scale * normal.y * mat2(t, -u, u, t);
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vec4 projected_extrude = u_matrix * vec4(dist / u_ratio, 0.0, 0.0);
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gl_Position = u_matrix * vec4(pos + offset2 / u_ratio, 0.0, 1.0) + projected_extrude;
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// calculate how much the perspective view squishes or stretches the extrude
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float extrude_length_without_perspective = length(dist);
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float extrude_length_with_perspective = length(projected_extrude.xy / gl_Position.w * u_units_to_pixels);
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v_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective;
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v_width2 = vec2(outset, inset);
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}
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