uniform vec4 color; uniform float glowPower; varying float v_width; 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); material.emission = max(vec3(glow - 1.0 + color.rgb), color.rgb); material.alpha = clamp(0.0, 1.0, glow) * color.a; return material; }