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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);
 
-     // From Stefan Gustavson's Procedural Textures in GLSL in OpenGL Insights
 
-     float b = smoothstep(0.3, 0.32, length(fract(repeat * materialInput.st) - 0.5));  // 0.0 or 1.0
 
-     vec4 color = mix(lightColor, darkColor, b);
 
-     color = czm_gammaCorrect(color);
 
-     material.diffuse = color.rgb;
 
-     material.alpha = color.a;
 
-     return material;
 
- }
 
 
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