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- uniform vec4 color;
- uniform float glowPower;
- uniform float taperPower;
- czm_material czm_getMaterial(czm_materialInput materialInput)
- {
- czm_material material = czm_getDefaultMaterial(materialInput);
- vec2 st = materialInput.st;
- float glow = glowPower / abs(st.t - 0.5) - (glowPower / 0.5);
- if (taperPower <= 0.99999) {
- glow *= min(1.0, taperPower / (0.5 - st.s * 0.5) - (taperPower / 0.5));
- }
- vec4 fragColor;
- fragColor.rgb = max(vec3(glow - 1.0 + color.rgb), color.rgb);
- fragColor.a = clamp(0.0, 1.0, glow) * color.a;
- fragColor = czm_gammaCorrect(fragColor);
- material.emission = fragColor.rgb;
- material.alpha = fragColor.a;
- return material;
- }
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