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- uniform vec4 color;
- uniform vec4 rimColor;
- uniform float width;
- czm_material czm_getMaterial(czm_materialInput materialInput)
- {
- czm_material material = czm_getDefaultMaterial(materialInput);
- // See http://www.fundza.com/rman_shaders/surface/fake_rim/fake_rim1.html
- float d = 1.0 - dot(materialInput.normalEC, normalize(materialInput.positionToEyeEC));
- float s = smoothstep(1.0 - width, 1.0, d);
- vec4 outColor = czm_gammaCorrect(color);
- vec4 outRimColor = czm_gammaCorrect(rimColor);
- material.diffuse = outColor.rgb;
- material.emission = outRimColor.rgb * s;
- material.alpha = mix(outColor.a, outRimColor.a, s);
- return material;
- }
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