ElevationRampMaterial.glsl 535 B

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  1. uniform sampler2D image;
  2. uniform float minimumHeight;
  3. uniform float maximumHeight;
  4. czm_material czm_getMaterial(czm_materialInput materialInput)
  5. {
  6. czm_material material = czm_getDefaultMaterial(materialInput);
  7. float scaledHeight = clamp((materialInput.height - minimumHeight) / (maximumHeight - minimumHeight), 0.0, 1.0);
  8. vec4 rampColor = texture2D(image, vec2(scaledHeight, 0.5));
  9. rampColor = czm_gammaCorrect(rampColor);
  10. material.diffuse = rampColor.rgb;
  11. material.alpha = rampColor.a;
  12. return material;
  13. }