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							- uniform vec4 fadeInColor;
 
- uniform vec4 fadeOutColor;
 
- uniform float maximumDistance;
 
- uniform bool repeat;
 
- uniform vec2 fadeDirection;
 
- uniform vec2 time;
 
- float getTime(float t, float coord)
 
- {
 
-     float scalar = 1.0 / maximumDistance;
 
-     float q  = distance(t, coord) * scalar;
 
-     if (repeat)
 
-     {
 
-         float r = distance(t, coord + 1.0) * scalar;
 
-         float s = distance(t, coord - 1.0) * scalar;
 
-         q = min(min(r, s), q);
 
-     }
 
-     return clamp(q, 0.0, 1.0);
 
- }
 
- czm_material czm_getMaterial(czm_materialInput materialInput)
 
- {
 
-     czm_material material = czm_getDefaultMaterial(materialInput);
 
-     vec2 st = materialInput.st;
 
-     float s = getTime(time.x, st.s) * fadeDirection.s;
 
-     float t = getTime(time.y, st.t) * fadeDirection.t;
 
-     float u = length(vec2(s, t));
 
-     vec4 color = mix(fadeInColor, fadeOutColor, u);
 
-     color = czm_gammaCorrect(color);
 
-     material.emission = color.rgb;
 
-     material.alpha = color.a;
 
-     return material;
 
- }
 
 
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