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/contour-vertex.glsl

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precision highp float;
attribute vec4 uv;
attribute float f;
uniform vec3 objectOffset;
uniform mat3 permutation;
uniform mat4 model, view, projection;
uniform float height, zOffset;
uniform sampler2D colormap;
varying float value, kill;
varying vec3 worldCoordinate;
varying vec2 planeCoordinate;
varying vec3 lightDirection, eyeDirection, surfaceNormal;
varying vec4 vColor;
void main() {
vec3 dataCoordinate = permutation * vec3(uv.xy, height);
worldCoordinate = objectOffset + dataCoordinate;
vec4 worldPosition = model * vec4(worldCoordinate, 1.0);
vec4 clipPosition = projection * view * worldPosition;
clipPosition.z += zOffset;
gl_Position = clipPosition;
value = f + objectOffset.z;
kill = -1.0;
planeCoordinate = uv.zw;
vColor = texture2D(colormap, vec2(value, value));
//Don't do lighting for contours
surfaceNormal = vec3(1,0,0);
eyeDirection = vec3(0,1,0);
lightDirection = vec3(0,0,1);
}