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- uniform sampler2D image;
- uniform float minimumHeight;
- uniform float maximumHeight;
- czm_material czm_getMaterial(czm_materialInput materialInput)
- {
- czm_material material = czm_getDefaultMaterial(materialInput);
- float scaledHeight = clamp((materialInput.height - minimumHeight) / (maximumHeight - minimumHeight), 0.0, 1.0);
- vec4 rampColor = texture2D(image, vec2(scaledHeight, 0.5));
- rampColor = czm_gammaCorrect(rampColor);
- material.diffuse = rampColor.rgb;
- material.alpha = rampColor.a;
- return material;
- }
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