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