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							- uniform vec4 lightColor;
 
- uniform vec4 darkColor;
 
- uniform vec2 repeat;
 
- czm_material czm_getMaterial(czm_materialInput materialInput)
 
- {
 
-     czm_material material = czm_getDefaultMaterial(materialInput);
 
-     vec2 st = materialInput.st;
 
-     // From Stefan Gustavson's Procedural Textures in GLSL in OpenGL Insights
 
-     float b = mod(floor(repeat.s * st.s) + floor(repeat.t * st.t), 2.0);  // 0.0 or 1.0
 
-     // Find the distance from the closest separator (region between two colors)
 
-     float scaledWidth = fract(repeat.s * st.s);
 
-     scaledWidth = abs(scaledWidth - floor(scaledWidth + 0.5));
 
-     float scaledHeight = fract(repeat.t * st.t);
 
-     scaledHeight = abs(scaledHeight - floor(scaledHeight + 0.5));
 
-     float value = min(scaledWidth, scaledHeight);
 
-     vec4 currentColor = mix(lightColor, darkColor, b);
 
-     vec4 color = czm_antialias(lightColor, darkColor, currentColor, value, 0.03);
 
-     color = czm_gammaCorrect(color);
 
-     material.diffuse = color.rgb;
 
-     material.alpha = color.a;
 
-     return material;
 
- }
 
 
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