PolylineFS.glsl 534 B

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  1. #ifdef VECTOR_TILE
  2. uniform vec4 u_highlightColor;
  3. #endif
  4. varying vec2 v_st;
  5. void main()
  6. {
  7. czm_materialInput materialInput;
  8. vec2 st = v_st;
  9. st.t = czm_readNonPerspective(st.t, gl_FragCoord.w);
  10. materialInput.s = st.s;
  11. materialInput.st = st;
  12. materialInput.str = vec3(st, 0.0);
  13. czm_material material = czm_getMaterial(materialInput);
  14. gl_FragColor = vec4(material.diffuse + material.emission, material.alpha);
  15. #ifdef VECTOR_TILE
  16. gl_FragColor *= u_highlightColor;
  17. #endif
  18. czm_writeLogDepth();
  19. }