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- uniform vec4 lightColor;
- uniform vec4 darkColor;
- uniform vec2 repeat;
- czm_material czm_getMaterial(czm_materialInput materialInput)
- {
- czm_material material = czm_getDefaultMaterial(materialInput);
- vec2 st = materialInput.st;
-
- // From Stefan Gustavson's Procedural Textures in GLSL in OpenGL Insights
- float b = mod(floor(repeat.s * st.s) + floor(repeat.t * st.t), 2.0); // 0.0 or 1.0
-
- // Find the distance from the closest separator (region between two colors)
- float scaledWidth = fract(repeat.s * st.s);
- scaledWidth = abs(scaledWidth - floor(scaledWidth + 0.5));
- float scaledHeight = fract(repeat.t * st.t);
- scaledHeight = abs(scaledHeight - floor(scaledHeight + 0.5));
- float value = min(scaledWidth, scaledHeight);
-
- vec4 currentColor = mix(lightColor, darkColor, b);
- vec4 color = czm_antialias(lightColor, darkColor, currentColor, value, 0.03);
-
- material.diffuse = color.rgb;
- material.alpha = color.a;
-
- return material;
- }
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