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- uniform vec4 color;
- uniform vec4 rimColor;
- uniform float width;
- czm_material czm_getMaterial(czm_materialInput materialInput)
- {
- czm_material material = czm_getDefaultMaterial(materialInput);
-
- float d = 1.0 - dot(materialInput.normalEC, normalize(materialInput.positionToEyeEC));
- float s = smoothstep(1.0 - width, 1.0, d);
- material.diffuse = color.rgb;
- material.emission = rimColor.rgb * s;
- material.alpha = mix(color.a, rimColor.a, s);
- return material;
- }
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