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/regl-scatter2d/circle-frag.glsl

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precision highp float;
varying vec4 fragColor, fragBorderColor;
uniform float opacity;
varying float fragBorderRadius, fragWidth;
float smoothStep(float edge0, float edge1, float x) {
float t;
t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
return t * t * (3.0 - 2.0 * t);
}
void main() {
float radius, alpha = 1.0, delta = fragWidth;
radius = length(2.0 * gl_PointCoord.xy - 1.0);
if (radius > 1.0 + delta) {
discard;
}
alpha -= smoothstep(1.0 - delta, 1.0 + delta, radius);
float borderRadius = fragBorderRadius;
float ratio = smoothstep(borderRadius - delta, borderRadius + delta, radius);
vec4 color = mix(fragColor, fragBorderColor, ratio);
color.a *= alpha * opacity;
gl_FragColor = color;
}