PolylineGlowMaterial.glsl 449 B

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  1. uniform vec4 color;
  2. uniform float glowPower;
  3. varying float v_width;
  4. czm_material czm_getMaterial(czm_materialInput materialInput)
  5. {
  6. czm_material material = czm_getDefaultMaterial(materialInput);
  7. vec2 st = materialInput.st;
  8. float glow = glowPower / abs(st.t - 0.5) - (glowPower / 0.5);
  9. material.emission = max(vec3(glow - 1.0 + color.rgb), color.rgb);
  10. material.alpha = clamp(0.0, 1.0, glow) * color.a;
  11. return material;
  12. }