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							- uniform vec4 color;
 
- uniform vec4 outlineColor;
 
- uniform float outlineWidth;
 
- varying float v_width;
 
- czm_material czm_getMaterial(czm_materialInput materialInput)
 
- {
 
-     czm_material material = czm_getDefaultMaterial(materialInput);
 
-     vec2 st = materialInput.st;
 
-     float halfInteriorWidth =  0.5 * (v_width - outlineWidth) / v_width;
 
-     float b = step(0.5 - halfInteriorWidth, st.t);
 
-     b *= 1.0 - step(0.5 + halfInteriorWidth, st.t);
 
-     // Find the distance from the closest separator (region between two colors)
 
-     float d1 = abs(st.t - (0.5 - halfInteriorWidth));
 
-     float d2 = abs(st.t - (0.5 + halfInteriorWidth));
 
-     float dist = min(d1, d2);
 
-     vec4 currentColor = mix(outlineColor, color, b);
 
-     vec4 outColor = czm_antialias(outlineColor, color, currentColor, dist);
 
-     outColor = czm_gammaCorrect(outColor);
 
-     material.diffuse = outColor.rgb;
 
-     material.alpha = outColor.a;
 
-     return material;
 
- }
 
 
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