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- #ifdef VECTOR_TILE
- uniform vec4 u_highlightColor;
- #endif
- in vec2 v_st;
- void main()
- {
- czm_materialInput materialInput;
- vec2 st = v_st;
- st.t = czm_readNonPerspective(st.t, gl_FragCoord.w);
- materialInput.s = st.s;
- materialInput.st = st;
- materialInput.str = vec3(st, 0.0);
- czm_material material = czm_getMaterial(materialInput);
- out_FragColor = vec4(material.diffuse + material.emission, material.alpha);
- #ifdef VECTOR_TILE
- out_FragColor *= u_highlightColor;
- #endif
- czm_writeLogDepth();
- }
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